MSM_Alice Posted June 15, 2025 Author Posted June 15, 2025 (edited) 3 hours ago, Mimirue17 said: the mod ECO can add a slot to almost anything (like 85% or more) and allows you to add the weave slot which is likely what this needs to add the keyword, if it is acting like what NR did. That should allow the items to work with the trunk. I also believe you stated earlier that only boots/heels or body slot 33 would work as well, so the trunk not working might fall outside that. TSR heels and boots do not use slot 33 I believe as the body parts from that mod do. I can double check that later tonight with xedit. https://www.nexusmods.com/fallout4/mods/67679 https://www.nexusmods.com/fallout4/mods/45046 https://www.nexusmods.com/fallout4/mods/38648 non AWCHR versions - there are versions for those using it as well. Thank you! Will look into it. I don' t fully understand all the intricacies of the the subsystems. I will try first to find some solution that do not require adding more mods to the list, I think it might be too demanding already, and there's a t least two more mods that I have to add. Garden of Eden script extender, and maybe that mod that caches headparts for NPCs, so I can build them to be more custom. If anything I should perhaps find ways to distill the required mod list down, if at all possible. The more mods on the list the less likely someone will go through the trouble of installing them all. Maybe I can re-build the item in the MSMA mod itself, and simply source the art assets from the data folder, and not load/depend on the item as it is defined in the art ESP. If I do that I can add my needed keywords manually to it directly ( no need for an armor mod) . If i am not mistaken, a similar approach as NR for a lot of the items. Initially I wanted a dynamically extensible system but maybe that comes with too many technical headaches in some cases. Edited June 15, 2025 by MSM_Alice
cat013 Posted June 15, 2025 Posted June 15, 2025 (edited) Had a couple of minutes to play this while reshuffling my load order. Some random notes: 1. Incompatibilites - Latex Collar Curse, Sanity Network, Deep Addiction. (Not tecnically incompatible, but narratively and mechanically). 2. TLDR of the entire story: we spend a few minutes cringing over Emil Pagliarulo shoehorning us into very specific past, get frozen, and then click through painfully long dialogues with two crazy women promising to railroad us into very specific future. - Firstly, what's with the exposition dump? We do not need to know ALL of that stuff right away. For example, you could put the divorce thing into Codsworth's holotape (replace audio with text of formal letter from the Nate's lawyer). - And why did you feel the need to drag extraplanar entities into the game where "replacing dead people with cyborgs" is literally one of the game's factions mission statement? 3. I continue to Concord and spend some time splitting and luring away one of the raiders (I use Tactical Distraction mod). All in vain, as he magically pulls in the entire non-preston population of the town. Not sure if it's your thing or the standard Violate behavior, but either way - uncool. 4. Only to discover that I am supposed to make tactical decisions based on no information whatsoever. I don't even get to see my own AP bar (might be FallUI problem), not to mention any feedback from the opponent. Like, the very basic thing - how many challenges I have won so far, and how long it is going to last? 5. Anyway, the ass-ailant is promptly nuked by his pals - which, I can only guess, means I won? And then I get slapped with restraints. Um, hello - did I win or not? 6. I run away and proceed to Carla, only to find out that you completely ruined the entire economy. Hello? I had other plans? Why did you hijack my game like this? In conclusion: overly intrusive mod, offering disappointingly little in return. I mean - another way to kill your enemies, eh? In addition to the dozen I already have, that includes offering poisoned food to raiders? And none of those requiring even a fraction of sacrifice that you demand? Edited June 15, 2025 by cat013 typo
Mimirue17 Posted June 15, 2025 Posted June 15, 2025 46 minutes ago, MSM_Alice said: Thank you! Will look into it. I don' t fully understand all the intricacies of the the subsystems. I will try first to find some solution that do not require adding more mods to the list, I think it might be too demanding already, and there's a t least two more mods that I have to add. Garden of Eden script extender, and maybe that mod that caches headparts for NPCs, so I can build them to be more custom. If anything I should perhaps find ways to distill the required mod list down, if at all possible. The more mods on the list the less likely someone will go through the trouble of installing them all. Maybe I can re-build the item in the MSMA mod itself, and simply source the art assets from the data folder, and not load/depend on the item as it is defined in the art ESP. If I do that I can add my needed keywords manually to it directly ( no need for an armor mod) . If i am not mistaken, a similar approach as NR for a lot of the items. Initially I wanted a dynamically extensible system but maybe that comes with too many technical headaches in some cases. The bottom 2 might be enough actually, all you need is the ability to add weaves to general outfits (slot 33) and footwear. Eco is more to add weave for defense
Mimirue17 Posted June 15, 2025 Posted June 15, 2025 1 hour ago, cat013 said: Had a couple of minutes to play this while reshuffling my load order. Some random notes: 1. Incompatibilites - Latex Collar Curse, Sanity Network, Deep Addiction. (Not tecnically incompatible, but narratively and mechanically). 2. TLDR of the entire story: we spend a few minutes cringing over Emil Pagliarulo shoehorning us into very specific past, get frozen, and then click through painfully long dialogues with two crazy women promising to railroad us into very specific future. - Firstly, what's with the exposition dump? We do not need to know ALL of that stuff right away. For example, you could put the divorce thing into Codsworth's holotape (replace audio with text of formal letter from the Nate's lawyer). - And why did you feel the need to drag extraplanar entities into the game where "replacing dead people with cyborgs" is literally one of the game's factions mission statement? 3. I continue to Concord and spend some time splitting and luring away one of the raiders (I use Tactical Distraction mod). All in vain, as he magically pulls in the entire non-preston population of the town. Not sure if it's your thing or the standard Violate behavior, but either way - uncool. 4. Only to discover that I am supposed to make tactical decisions based on no information whatsoever. I don't even get to see my own AP bar (might be FallUI problem), not to mention any feedback from the opponent. Like, the very basic thing - how many challenges I have won so far, and how long it is going to last? 5. Anyway, the ass-ailant is promptly nuked by his pals - which, I can only guess, means I won? And then I get slapped with restraints. Um, hello - did I win or not? 6. I run away and proceed to Carla, only to find out that you completely ruined the entire economy. Hello? I had other plans? Why did you hijack my game like this? In conclusion: overly intrusive mod, offering disappointingly little in return. I mean - another way to kill your enemies, eh? In addition to the dozen I already have, that includes offering poisoned food to raiders? And none of those requiring even a fraction of sacrifice that you demand? Ya this mod is not really for you, it happens. This is more for a Nora who is not an elite super soldier but one close to cannon where she is a lawyer from a semi peaceful time with a threat of nuclear war. There are many ways to incorporate this mod and has tons of options in the MCM to help it fit. None of that seems to work for you which is fine, the mod is also fine for those who are here for the reason it was written. 2
MSM_Alice Posted June 16, 2025 Author Posted June 16, 2025 (edited) 12 hours ago, cat013 said: Had a couple of minutes to play this while reshuffling my load order. Some random notes: 1. Incompatibilites - Latex Collar Curse, Sanity Network, Deep Addiction. (Not tecnically incompatible, but narratively and mechanically). 2. TLDR of the entire story: we spend a few minutes cringing over Emil Pagliarulo shoehorning us into very specific past, get frozen, and then click through painfully long dialogues with two crazy women promising to railroad us into very specific future. - Firstly, what's with the exposition dump? We do not need to know ALL of that stuff right away. For example, you could put the divorce thing into Codsworth's holotape (replace audio with text of formal letter from the Nate's lawyer). - And why did you feel the need to drag extraplanar entities into the game where "replacing dead people with cyborgs" is literally one of the game's factions mission statement? 3. I continue to Concord and spend some time splitting and luring away one of the raiders (I use Tactical Distraction mod). All in vain, as he magically pulls in the entire non-preston population of the town. Not sure if it's your thing or the standard Violate behavior, but either way - uncool. 4. Only to discover that I am supposed to make tactical decisions based on no information whatsoever. I don't even get to see my own AP bar (might be FallUI problem), not to mention any feedback from the opponent. Like, the very basic thing - how many challenges I have won so far, and how long it is going to last? 5. Anyway, the ass-ailant is promptly nuked by his pals - which, I can only guess, means I won? And then I get slapped with restraints. Um, hello - did I win or not? 6. I run away and proceed to Carla, only to find out that you completely ruined the entire economy. Hello? I had other plans? Why did you hijack my game like this? In conclusion: overly intrusive mod, offering disappointingly little in return. I mean - another way to kill your enemies, eh? In addition to the dozen I already have, that includes offering poisoned food to raiders? And none of those requiring even a fraction of sacrifice that you demand? Thank you so much for testing, compatibility notes and for the feedback. To go in an itemized fashion - mod is meant to be used on a fresh playthrough dedicated to a different playstyle, (it is less about highly effective shooting/combat / being a soldier/assassin). - as it says on the first page, story exposition is Alpha stage; so there are quite a few exposition placeholders/blocks of text (and yes a fair amount of it will be on items like the holotape from your spouse when I get to generating voices). Right now I needed a quick scaffolding. - color coded feedback on sexfight win/lose (and more) is provided, but has to be understood. If needed , it is is outlined in the help pages in the MCM ( as well as mod description on this thread). - MSMA does not hide the HUD / AP bar, there must be some other mod that did that. - MSMA is not a combat submit mod, and does not pull mobs, Violate did that. However I don't find its large radius too upsetting, given the sexfight premise. Even if you could peel one,.. the sexfight noises would eventually alert all the others anyway . - if the bad effects/outcomes you had selected from violate config menu (like restraints) happened at the end, then that means you did not in fact "win" the sexfight encounter with all assailants, you won some, lost some. This is also outlined to you in the post sex report that you can access in game once the scene ended, on in real time on the notification channel you will see a "All aggressors are being punished via SexFight" notification if you achieved a perfect outcome. Otherwise, you might have defeated *some* aggressors in sex fight from the entire group, but not all. The undefeated ones are likely the ones who stole your items, put those restraints on you. To avoid that situation you can either: learn the tips and tricks on how do better at sexfight so you defeat all aggressors, and/or pick easier battles for a while, at the start while you get your bearings. - one of the potential outcomes of sexfight is getting the NPCs a frenzied state. A frenzied aggressor will attack their normal friends. Their friends might be perfectly okay (non frenzied) and so they have time to apply the bad outcomes (that you yourself have selected din violate). If you want to escape that fate, then make sure that all (or, in the case of 6+ enemies - most) aggressors are " cooked" (paralyzed, frenzied, or killed via a galactic orgasm). - some aspect of the mod have direct feedback in the UI in real time, but some are supposed to be figured out detective-style based on foresight, hindsight, hints and partial info, like in a real life situation. For instance the game wont; spell out to you that if you use alcohol in Sexfight the AP cost will be different, but there will be situations/conversations/events that teach you that down the line, (also you can piece that together from looking at the settings in the MCM) Not everything happening to our protagonist is supposed be spelled out at run-time like in a step by step tutorial (but if you want to know how the sausage is made right away, a LOT of it can be found in the MCM help files and are explained in verbose posts on this thread). In the end Mimirue is likely correct, probably you are looking for something different. This is for playing the game in a different way, the player has a lot less direct firepower, ammo, guns, and stimpacks are much more expensive, and alternate and more indirect ways to sort out conflict are preferred. Thanks again for the heads up on compatibility, will add them to the list. Edited June 16, 2025 by MSM_Alice
cat013 Posted June 16, 2025 Posted June 16, 2025 38 minutes ago, MSM_Alice said: In the end Mimirue is likely correct, probably you are looking for something different. Yes, actually. Like something that would allow you to turn tables on the assailants if you have sufficient dominance score. I take it, you do not have any plans in that direction. 40 minutes ago, MSM_Alice said: This is for playing the game in a different way, the player has a lot less direct firepower, ammo, guns, and stimpacks are much more expensive Except you did not achieve that, you simply destroyed the the entirety of the commerce aspect of the game. Guns and ammo are still easily available.
cat013 Posted June 16, 2025 Posted June 16, 2025 3 hours ago, Mimirue17 said: she is a lawyer The most puzzling thing in this entire topic - how do people equate a lawyer to a defenseless doormat? That was literally the only thing our beloved Emil got right about Nora's character - the law profession is reserved for ruthless egomaniacs who thrive on conflict. Not to mention that they often come pre-frozen with intimate knowledge of crime and criminals. 1
Mimirue17 Posted June 16, 2025 Posted June 16, 2025 Ok this is just with simple ballistic weave mod and no railroad weave 1
MSM_Alice Posted June 16, 2025 Author Posted June 16, 2025 (edited) 8 hours ago, cat013 said: Yes, actually. Like something that would allow you to turn tables on the assailants if you have sufficient dominance score. I take it, you do not have any plans in that direction. Defeating assailants in sexfight is exactly what most of the mod users do, when using the mod . Maybe there's something else at play here with your mod combo, (more than just not using the provided mechanics that help with increasing sexfight success). Maybe you are using the Horizon mod and that messes with the NPC-player level comparison due to the different level up formula. Maybe you have other mods that over-level your enemies, and as a consequence, it is making MSMA sexfight much harder. Who knows? At any rate here are some of things that can help you win sex-fights that seem too tough (aside from using the difficulty slider in the MCM). If you are under-leveled (too low level or too low bimbo level) , what you can try is : avoid larger groups of enemies and do a few one on ones first, as until you've gotten a bit of experience under your belt, 1 v many will be a difficult Sexfight to win on the first try out of the box, esp as a tier 0 bimbo, or a freshly made character, without aid from Marina. Marina actually gives you hints about that in her initial dialogue. level up a level or two in nomal level (level difference from the attacker matters, and not just linearly tougher, a LOT tougher when a mob is higher level) ( if you are using the Horizon mod , see the compatibility note on that. Horizon mod changes the xp<-> level up normal formula so the checks comparing the levels of the player and NPC might be out of whack). In fact ... good reminder I should check if one is using Horizon on mod init. Increasing your AP pool (or increasing Agility, items that give agility), increase your charisma / items that give charisma, chems that increase MAX AP and AP regen, use Alchool ( fully drunk at the start of the SexFight scene, AP costs are by default halved in sexfight ), making sure you have high willpower, high self esteem, low Sex addiction to spare (you can " burn" though those stats to get extra emergency AP). increase your appearance score as much as you can by spending bimbo points ( at Marina, accessories, piercings, tatoos, manicure, pedicure.. setc ), 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 mind-broken state, or with high trauma, and there's is more if you take the time to discover. Noted on the desire of making the dominance score a more obvious part of AP emergency generation for the player (it already is/matters, as it is tied to the CVTs you burn a little of for emergency AP generation after willpower, self-esteem and sex addiction are tapped out. Except it is tied to the targets that these stats move towards over time, and not the instantaneous values you see for it in the UI. Maybe I'll make it more obvious or bias using it it instantaneous value more generously/directly/completely before touching the other CVTs, like it happens for self esteem/willpower/sex addiction. On the sell/buy prices alterator I can always take 5 minutes and add some buttons in a mcm special section to toggle that effect on and off, just like I added buttons for the color feedback layer on the NPCs or the weapon drop system totally disabled, or the morphs being visible on the player. Just that the story arc will be meant to be played with them toggled on for best immersion. People who specifically want to circumvent the higher buy/sell prices and insist on the vanilla economy to remain a viable way to skip the cash making quests from the story arc, can always add caps via the console anyway so might aswell i give them the cheat button myself. Yes, story wise, in the MSMA " parallel universe", grabbing items from the wasteland and selling them to vendors is supposed to not be a very lucrative cap-making activity. And sourcing items from vanilla vendors is supposed to cost an arm and a leg. The protagonist is supposed to depend a lot more on what is found on the battlefield on the fallen enemies, and a lot less on vanilla vendor interaction. There will be bimbo story ways to influence certain vendors, to bring prices more in line with vanilla status quo, but those will come later (they have to be earned in the story arc). Added a lot of this info near the top of the main mod description too, for better visibility and for the purpose of managing expectations. Edited June 16, 2025 by MSM_Alice 1
Mimirue17 Posted June 16, 2025 Posted June 16, 2025 1 hour ago, Mimirue17 said: Ok this is just with simple ballistic weave mod and no railroad weave further note, was able to update this to new bimbo level in trunk to match the current level to get bonus for wearing correct level of bimbo gear. Seems to work as as far as I can see, as long as there is a weave slot on at least 1 item you are wearing this should work. 1
MSM_Alice Posted June 16, 2025 Author Posted June 16, 2025 1 hour ago, Mimirue17 said: further note, was able to update this to new bimbo level in trunk to match the current level to get bonus for wearing correct level of bimbo gear. Seems to work as as far as I can see, as long as there is a weave slot on at least 1 item you are wearing this should work. Thank you so much for testing and sharing the results/insights. Very much appreciated!
cat013 Posted June 16, 2025 Posted June 16, 2025 7 hours ago, MSM_Alice said: Maybe you have other mods that over-level your enemies, and as a consequence, it is making MSMA sexfight much harder. Who knows? That save is already gone and I cannot check it, but in hindsight what happened was probably the following. By the time the other raiders showed up I was halfway through with the first one. And I might have set number of rapists in Violate to 1 out of habit (not a fan of non-interactive rape trains). Therefore the additional raiders were somehow counted as part of sex fight scene, but were not eligible for the sex proper. 7 hours ago, MSM_Alice said: avoid larger groups of enemies and do a few one on ones first, as until you've gotten a bit of experience under your belt, 1 v many will be a difficult Sexfight to win on the first try out of the box, esp as a tier 0 bimbo, or a freshly made character, without aid from Marina. Marina actually gives you hints about that in her initial dialogue. Yeah, that is precisely what I was trying to do by luring one raider away. The aggro radius on Violate surrender is insane and shuts down sneaky gameplay entirely. Please don't tell me that sex noises are louder than a gunshot.
MSM_Alice Posted June 16, 2025 Author Posted June 16, 2025 (edited) 2 hours ago, cat013 said: That save is already gone and I cannot check it, but in hindsight what happened was probably the following. By the time the other raiders showed up I was halfway through with the first one. And I might have set number of rapists in Violate to 1 out of habit (not a fan of non-interactive rape trains). Therefore the additional raiders were somehow counted as part of sex fight scene, but were not eligible for the sex proper. Yeah, that is precisely what I was trying to do by luring one raider away. The aggro radius on Violate surrender is insane and shuts down sneaky gameplay entirely. Please don't tell me that sex noises are louder than a gunshot. You can use in theory any other combat submit mod (or any other mods that initiate AAF scenes with combatants). Sexfight would work either way. The main differences from using Violate as a combat submit mod and using something else are: 1 - for the other cases, the post scene Sex-fight punishment will be applied immediately after each individual sex scene wraps up. there's no deferring the punishment for later, then bulk applying consequences at the same time the end.. That aspect is implemented only for Violate as the most widely used combat submit mod out there for AAF. If, for the other combat submit mod, there are more scenes queued, the first paralyzed assailant from the first scene might have time to get back up on his feet (especially at the start when the paralysis duration is short) by the time you finish with the others in the queue. However if there are no multiple scenes queued, (if you pull one by one) it should work A-ok. 2. if the other combat submit mod you use has their own post sex scene "bad consequences" set up in their settings, whatever they might be, they will likely still hapen, as you set them. That mod likely had no idea you had a novel way to deal with the attacked mid sex scene, and that the post scene bad outcomes are no longer needed. Only for Violate is that implemented Edited June 16, 2025 by MSM_Alice
MSM_Alice Posted June 16, 2025 Author Posted June 16, 2025 New version up! 0.7460 This is 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 Craving 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 all Bimbo stats effects (including on sell/buy prices), to freeze bimbo level ups, and halt bimbo cravings. This setting is meant for people who 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. @cat013 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.
Mimirue17 Posted June 16, 2025 Posted June 16, 2025 did see a little quirk on my last playthrough that was not present before. When facing creatures (in this case a dog and codsworth) everytime a trigger would effect them they would drop out of the animation and twitch in place like trying to go back into animation but stuck. In both cases they were above my sex level and had hit the emergency halt of sexfight. This is on a new install of the mods and I want to make sure creatures work outside of this mod before calling it a bug. Will update shortly if that is the case or not. All people worked normally in every situation (aggressor/friendly, Sexfight on/emergency off).
MSM_Alice Posted June 16, 2025 Author Posted June 16, 2025 1 hour ago, Mimirue17 said: did see a little quirk on my last playthrough that was not present before. When facing creatures (in this case a dog and codsworth) everytime a trigger would effect them they would drop out of the animation and twitch in place like trying to go back into animation but stuck. In both cases they were above my sex level and had hit the emergency halt of sexfight. This is on a new install of the mods and I want to make sure creatures work outside of this mod before calling it a bug. Will update shortly if that is the case or not. All people worked normally in every situation (aggressor/friendly, Sexfight on/emergency off). if you can, please also capture a papyrus log. Hmmm....I am not doing anything special (or touching in any way really the AAF animations calls themselves, but if there are some frequent errors I am imagining it might overload the scripting VM and oddities like that might happen.
MSM_Alice Posted June 16, 2025 Author Posted June 16, 2025 (edited) 3 hours ago, Mimirue17 said: did see a little quirk on my last playthrough that was not present before. When facing creatures (in this case a dog and codsworth) everytime a trigger would effect them they would drop out of the animation and twitch in place like trying to go back into animation but stuck. In both cases they were above my sex level and had hit the emergency halt of sexfight. This is on a new install of the mods and I want to make sure creatures work outside of this mod before calling it a bug. Will update shortly if that is the case or not. All people worked normally in every situation (aggressor/friendly, Sexfight on/emergency off). I think I know what the problem is. I make them play their default hit sounds/ with are stored as dialogue topics. that might pull them out of their aaf animation . I need to find a different way to play those sounds then. Edited June 16, 2025 by MSM_Alice
MSM_Alice Posted June 16, 2025 Author Posted June 16, 2025 (edited) On 6/16/2025 at 11:04 PM, Mimirue17 said: did see a little quirk on my last playthrough that was not present before. When facing creatures (in this case a dog and codsworth) everytime a trigger would effect them they would drop out of the animation and twitch in place like trying to go back into animation but stuck. In both cases they were above my sex level and had hit the emergency halt of sexfight. This is on a new install of the mods and I want to make sure creatures work outside of this mod before calling it a bug. Will update shortly if that is the case or not. All people worked normally in every situation (aggressor/friendly, Sexfight on/emergency off). Try this one, see if it is any better (removed, it was a problematic release) . please try 0.7470 instead Edited June 18, 2025 by MSM_Alice
MSM_Alice Posted June 16, 2025 Author Posted June 16, 2025 (edited) 0.7465 - now also up on the main page. Bit of a rollback patch. Unfortunately making the mobs say 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 Edited June 16, 2025 by MSM_Alice
Kanutten Posted June 17, 2025 Posted June 17, 2025 So, sex atributes has my character's sexlevel at 92, but still lvl 0 bimbo, seems like something isn't working.
MSM_Alice Posted June 17, 2025 Author Posted June 17, 2025 (edited) 2 hours ago, Kanutten said: So, sex atributes has my character's sexlevel at 92, but still lvl 0 bimbo, seems like something isn't working. Hello! You are assuming things without having read how the mod works (some of it is also described the MSMA help pages in its MCM) Sex level (sex addiction) from Sex Attributes and bimbo level are not hard-linked, and are not one and the same. There is a mutual influence over time, yes, but they are not hard-linked. You can be a bimbo level 0 with low sex addiction (0 sexlevel|) or bimbo level 0 but high sex addiction (100 sexlevel as you call it) You can also be a bimbo level 6 with low sex addiction (0 sexlevel) or bimbo level 6 but with high sex addiction (100 sexlevel as you call it) Yes a level 6 bimbo will have a much harder time keeping her sex addiction ( or sexlevel) in the lower value bracket than a level 0 bimbo, but it is not impossible. Sex Addiction (or sex level as you call it) is an attribute that can go both up (faster) and down (slower) based on your actions moment-to-moment. In some parts of your journey will be high, in other parts of the journey will be low. You can become sex addicted, but also you can also renounce this addiction. With enough abstinence, and if you do not experience bimbo sex cravings, Sexlevel will eventually drop back to 0. You can also actually use your brain implant menu to immediately lower your sex addiction from 100 top 0 (by paying a cost in other ways) . You can also visit doctor Neura in the Memory den in Goodneighbor and pay her to reset you SA mental stats, get rid of sex addiction this way (if you have the caps). It can be 100 one day, 0 the next day after you visited doctor Neura, and 100 a few days later once again. Those stats are, in some way, resources that you can manage/spend/use/restore, just like willpower or self esteem. Bimbo level progresses ( and its CVTs) is, on the other hand, about who you evolve to be in conjunction with you extraplanar implant. Once you level up it is permanent, there's no going back, abstinence or not. You can only stay at that bimbo level (or level up again depending on what you do). Doctor Neura has no power over you bimbo level and your extraplanar brain implant. If fact, no one can even see it due to its extra planar nature. If you stay at high sex addiction for a longer while, and enter sex scenes while at high sex addiction that is indeed one of the (many) ways to increase some of your CVTs (core variable traits, or core stats) which, for the purpose of this mod, define "bimbo-ness" and its level up conditions. They are - Nymphomania, - Kinkiness, - Size Princess - Enticement and - Obedience (this one is actually tried to orientation ( Sub/Dom from SA) If those go up enough, eventually you will experience a bimbo Level up. Each bimbo level has progressively higher brackets of values for these 5 CVTs (min value and max value). They are not just 0 to 100. The progression is not linear either They start - in the -100 to 100 range at lev 0, - then min 0 to max 200 at bimbo lev 1, - then min 50 to max 500 at bimbo level 2 - then min 200 to max 1000 at bimbo level 3 - then min 500 to max 4000 at bimbo level 4 - then min 1000 to max 6000 at bimbo level 5 - then min 1500 to max 8000 at bimbo level 6 - then min 2000 to max 16000 at bimbo level 7 so in a way a bimbo level 4 at its absolute minimum is still more than 5 times than a bimbo level 0 at its maximum. Or, if you prefer averages, a bimbo level 7 is on average 200 x what a bimbo level 1 is, CVT stat-wise. You will get some hints in the bimbo report on how bimbo level is evolving (and if you MUST see in a more detailed way where EXACTLY you are on the path from bimbo level 0 to level 1, if you really MUST, then there is a debug setting in the MSMA MCM that will allow you to see your bimbo level progress spelled out as a clear number/percent, instead of being hinted at with words and phrases and a bit of mystery,... but toggling that on it is very anti climatic, and robs you of some mystery and wonder). Edited June 17, 2025 by MSM_Alice
MSM_Alice Posted June 18, 2025 Author Posted June 18, 2025 (edited) 0.7470 - should be good for upgrades mid-playthrough. Still a bit experimental might need to tweak more) Corrected missing Craving manager script (that I had forgot to pack in compiled form in 0.7460 and 0.7465) Brought back sounds for scenes and they now done in a separate sound manager script, in a way that does not kick NPCs out of animation sync if they start having some dialogues mid-sex scene (will be needed in the story). This is done by spawning some (invisible/mostly disabled) temporary copies of the same NPCs in the AAF scene, that are just there nearby to moan/play their dialogue lines as needed but should not do anything else or interfere with the game world in any way. This animation sync issue was not an issue for scenes with humans and super mutants, those worked fine as always. The other races were with animation sync issues. Note that aside from this one, the previous version without any animation synchronicity issues is 0.7370. 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 realized 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 confusion. Edited June 18, 2025 by MSM_Alice
tim8867 Posted June 18, 2025 Posted June 18, 2025 Hello, I have a problem, is it normal that I can't play the dialogues? I've tried everything I can think of to get past them, but it's a bit of a pain, especially when you play the same game over and over again.
MSM_Alice Posted June 18, 2025 Author Posted June 18, 2025 2 hours ago, tim8867 said: Hello, I have a problem, is it normal that I can't play the dialogues? I've tried everything I can think of to get past them, but it's a bit of a pain, especially when you play the same game over and over again. IT is not normal to not get the dialogues. If they don't appear something is not okay. Or do you mean you want a way to skip the dialogues ?
tim8867 Posted June 18, 2025 Posted June 18, 2025 7 minutes ago, MSM_Alice said: IT is not normal to not get the dialogues. If they don't appear something is not okay. Or do you mean you want a way to skip the dialogues ? Maybe I misspoke (sorry, English is not my first language). I want to skip the dialogues
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now