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Posted (edited)

New version up:
 

0.7475 - should be good for upgrades mid-playthrough.

Still a bit experimental (might need to tweak more)

  • solved a corner case where the invisible moaning NPCs added for the purpose of AAF extra sounds during AAF scenes would somehow get detected and would get attacked by the real onlookers. 
  • Added AAF_Blocked flag to the invisible moaners so they are not accidentally grabbed by other mods and made to do AAF scenes.
  • spaced out (with small wait times) the process adding of overlays for nails and tattoos to the player, as apparently adding them in succesion could cause them to end up having the same UIDs and that would create rippling issues when trying to remove just one overlay by UID later on.    If not starting a new game, it is best to go to MSMA Debug Settings page  in MCM and do a " Refresh Marina Tattoos" once,  just so to make sure they have unique IDs. 
Edited by MSM_Alice
Posted (edited)
12 minutes ago, tim8867 said:

Maybe I misspoke (sorry, English is not my first language). I want to skip the dialogues

Understood.
Will consider adding a skip dialogue option to use during development.
Assuming you mean Marina's dialogue. 

Edited by MSM_Alice
Posted
13 minutes ago, tim8867 said:

Maybe I misspoke (sorry, English is not my first language). I want to skip the dialogues

Do you mean the initial long  dialogue at the start of the mod, or the small dialogue you get each time, before you access marina's services.?
 

Posted
2 hours ago, MSM_Alice said:

Do you mean the initial long  dialogue at the start of the mod, or the small dialogue you get each time, before you access marina's services.?
 

I'm talking about the long initial dialogue at the start of the mod,

Posted

ok having another weird experience, will do another fresh start after you reply.

started with version 7470 - AAF 1.1.1b (new release)

downgraded to versi0n 7370 and AAF 1.1.1 

 

here is what happened and tests I have done so far.   New game - wanted to test creatures so surrendered to bloat fly in sanctuary - everything went as expected.   Moved to next group and surrendered to all 3 this time - 1st one worked as intended, had to except to use willpower to have enough AP.   Finished that scene with successful sexfight - next one never showed any challenges nor did the activation key do anything.  last one was same way.   The 1st one frenzied the other two and they fought.

Moved on to the cave next to sanctuary with raider camp, 3 raiders and an attack dog.  Surrendered to them.   Every scene started the animation and was immediately in exiting scene mode.   Tried many times through the encounter same thing.   Saved - reloaded - same thing.   Removed MSMA and ran that same encounter and everything worked as expected.   Loaded older version, 7420 same thing with exiting scene immediately.   Loaded really old version 7370 and scenes worked fine, but sexfight was not active at all.   Checked - the implant hotkey worked - made sure everything was on but it never activated for any encounter.   It let me toggle friendly vs aggressor mode during scenes but nothing else.   here is a crashlog from when running 7470, though I did not see anything weird in it and did not have violate or general logging turned on yet (just the buffout crash log)

 

which version would you like me to try a fresh game on?

 

 

crash-2025-06-20-04-53-37.log

Posted (edited)
8 hours ago, Mimirue17 said:

ok having another weird experience, will do another fresh start after you reply.

started with version 7470 - AAF 1.1.1b (new release)

downgraded to versi0n 7370 and AAF 1.1.1 

 

here is what happened and tests I have done so far.   New game - wanted to test creatures so surrendered to bloat fly in sanctuary - everything went as expected.   Moved to next group and surrendered to all 3 this time - 1st one worked as intended, had to except to use willpower to have enough AP.   Finished that scene with successful sexfight - next one never showed any challenges nor did the activation key do anything.  last one was same way.   The 1st one frenzied the other two and they fought.

Moved on to the cave next to sanctuary with raider camp, 3 raiders and an attack dog.  Surrendered to them.   Every scene started the animation and was immediately in exiting scene mode.   Tried many times through the encounter same thing.   Saved - reloaded - same thing.   Removed MSMA and ran that same encounter and everything worked as expected.   Loaded older version, 7420 same thing with exiting scene immediately.   Loaded really old version 7370 and scenes worked fine, but sexfight was not active at all.   Checked - the implant hotkey worked - made sure everything was on but it never activated for any encounter.   It let me toggle friendly vs aggressor mode during scenes but nothing else.   here is a crashlog from when running 7470, though I did not see anything weird in it and did not have violate or general logging turned on yet (just the buffout crash log)

 

which version would you like me to try a fresh game on?

 

 

crash-2025-06-20-04-53-37.log 30.35 kB · 0 downloads

Thank you.

Hmm, I never put anything in the scripts to allow for mid-playthrough downgrades, only upgrades. 
If there were a mid-playthrough downgrade, all sorts of weirdness might happen.

If you could please use just the latest one on a new playthrough and let me know if you see any weirdness. 
In my latest test, that worked with no issues (but in one instance I did have to manually reset the Cravings Manager quest for some reason to get Codsworth to interact on the topic), otherwise he had only his vanilla behaviour. 


Don't know why, as after that, the rest worked as expected (didn't require any other resets).

 

I'll test with AAF 1.1.1b too,  so far I was using just 1.1.1, and the really old pre NG one from Nexus.

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:

Thank you.

Hmm, I never put anything in the scripts to allow for mid-playthrough downgrades, only upgrades. 
If there were a mid-playthrough downgrade, all sorts of weirdness might happen.

If you could please use the just latest one on a new playthrough and let me know if you see any weirdness. 
If my latest test, that worked with no issues (but in no instance did I have to reset manually reset the Cravings Manager quest for some reason to get Codsworth to interact on the topic), otherwise he had only his vanilla behaviour. 


Don't know why, as after that, the rest worked as expected (didn't require any other resets).

 

I'll test with AAF 1.1.1b too,  so far I was using just 1.1.1, and the really old pre NG one from Nexus.

ok so far the latest 7475 seems to not have the same issues as the previous couple with the auto exit AAF scenes.   Tested it on animals (dogs make a noise like they are getting hit on challenge but do not exit animation at any point) and had no issues with any humans.   Tried 3 different groups and all worked, Creatures only, mixed and humans only.

So far it looks good.   This was a clean start, using AAF 1.1.1b

Posted (edited)
5 hours ago, Mimirue17 said:

ok so far the latest 7475 seems to not have the same issues as the previous couple with the auto exit AAF scenes.   Tested it on animals (dogs make a noise like they are getting hit on challenge but do not exit animation at any point) and had no issues with any humans.   Tried 3 different groups and all worked, Creatures only, mixed and humans only.

So far it looks good.   This was a clean start, using AAF 1.1.1b

Thank you for confirming.

Yes, for races other than humans and supermutants,  I am using their vanilla hit sounds and death sounds for  NPC orgasms/sefight challenge sounds and whatnot.
If you have a different suggestion regarding which vanilla sounds could be reused and sound better for a particular race, let me know. 
Not perfect, but better than silence. 

Did Codsworth's craving management functionality work normally, on the first try, or was there any tinkering involved?

Edited by MSM_Alice
Posted (edited)
5 hours ago, Mimirue17 said:

ok so far the latest 7475 seems to not have the same issues as the previous couple with the auto exit AAF scenes.   Tested it on animals (dogs make a noise like they are getting hit on challenge but do not exit animation at any point) and had no issues with any humans.   Tried 3 different groups and all worked, Creatures only, mixed and humans only.

So far it looks good.   This was a clean start, using AAF 1.1.1b


On that note... 
I'm not testing the individual race of each participant, if the first partner is human or Super mutant.
Right now there' s an optimization where if the first partner is human or supermutant, then all other partners in that animation are considered also humans (or supermutants) for the purpose of what sounds they make during sex fight. 
If the first partner is something else than human or super mutant  only then it is race checked individually, and sounds are decided on a case-by-case basis. 

I wasn't aware that there were many animations with partners (aside the player) that are different races.
Hmmm... Maybe I need to run some checks to see if all partners  in a certain animation are indeed all the same race, and if not.. then  to go with granular checks.

Edited by MSM_Alice
Posted

While u were right about me not understanding the mechanics, that doesn't nessarily means that the mod works. CVT never got updated, were just aming for new values. Hitting the button for showing bimbo status and cravings showed just an empty box.

 

Started a new toon, looked like things were working until talking with Marina after reaching lvl 2 bimbo, got the a message box saying that the quest msma_craving... should be running and be at stage 10.  Reloading and starting the quest and setting it to 10 in console didn't help. 

 

Does this mean that i should give up this toon too?

Posted (edited)
2 hours ago, Kanutten said:

While u were right about me not understanding the mechanics, that doesn't nessarily means that the mod works. CVT never got updated, were just aming for new values. Hitting the button for showing bimbo status and cravings showed just an empty box.

 

Started a new toon, looked like things were working until talking with Marina after reaching lvl 2 bimbo, got the a message box saying that the quest msma_craving... should be running and be at stage 10.  Reloading and starting the quest and setting it to 10 in console didn't help. 

 

Does this mean that i should give up this toon too?


Hello!

What version of the mod did you start this specific playthrough on?

Sounds like you might have started your game on 0.7460 or 0.7465, both of which were indeed faulty releases, because the cravings manager script was missing, as I had forgotten to pack it in the zip file. (Those two releases were indeed not okay).


Previous versions of those two work, and later versions of those two work, but those two indeed do not work right.
Both problematic releases have since been retired/removed, no longer available for download (details in the changelog on the front page, and here on this thread, on Wednesday, when 0.7470 was released, which is when I discovered the error). 

 


Can you try a new start on 0.7475 (less experimental, more stabilized)?
If you did start anew on 0.7475 already, can you let me know what is the status of your MSMA_CravingsManager Quest, and a copy of your papyrus script from the problematic session?

That being said, the mod is indeed a work in progress, there's a bit to go until prelude is done  ( version 1.0  )
Until then, depending on how much testing I can do on my own, and how much testing help I get, there can be good releases and bad releases. 

Edited by MSM_Alice
Posted (edited)
1 hour ago, Kanutten said:

Not sure, deleted 7460 and 7470 yesterday, so probably 7460.  Thanks for the answer.

Then indeed, if  0.7460  was used, that version is 100% the cause of the Cravings Manager error.

 

 

Edited by MSM_Alice
Posted
3 hours ago, MSM_Alice said:

Thank you for confirming.

Yes, for races other than humans and supermutants,  I am using their vanilla hit sounds and death sounds for  NPC orgasms/sefight challenge sounds and whatnot.
If you have a different suggestion regarding which vanilla sounds could be reused and sound better for a particular race, let me know. 
Not perfect, but better than silence. 

Did Codsworth's craving management functionality work normally, on the first try, or was there any tinkering involved?

I have not reached Bimbo level yet, will test it as soon as that happens.

 

btw, I will gladly be a beta tester for you if you would like features checked out.   I have no issue starting new games over and over again, as I do that regularly anyways as I love to try out new mods.   I also regularly coc to locations around the map to encounter different enemy types/story aspects.   console levels, perks etc so I can adapt to pretty much everything needed.   For testing maybe have a console command that you can set your bimbo level as needed to make testing some things faster?

 

I will see if I can find some wav files on different creatures to give some suggestions.

Posted
2 minutes ago, Mimirue17 said:

I have not reached Bimbo level yet, will test it as soon as that happens.

 

btw, I will gladly be a beta tester for you if you would like features checked out.   I have no issue starting new games over and over again, as I do that regularly anyways as I love to try out new mods.   I also regularly coc to locations around the map to encounter different enemy types/story aspects.   console levels, perks etc so I can adapt to pretty much everything needed.   For testing maybe have a console command that you can set your bimbo level as needed to make testing some things faster?

 

I will see if I can find some wav files on different creatures to give some suggestions.


Bimbo leveling up is a bit of a slower burn this time around (unless specifically aiming for a fast level up).
I am also considering adding actual CVT decreases for any quests where the character chooses to forego bimbo-behavior in favour of classical combat/classical solves/self-restraint, but there are not enough quests released yet to make a meaningful difference.


 

Posted

I really enjoyed this mod, looking forward to more updates!

 

Not sure if this is the right place to ask, but I'm soon starting a playthrough of the Nuka Ride quest chain. Should I disable or edit any of MSMA's settings to make sure nothing breaks in Nuka Ride? Or will it work out as is?

Posted (edited)
2 hours ago, XMan110 said:

I really enjoyed this mod, looking forward to more updates!

 

Not sure if this is the right place to ask, but I'm soon starting a playthrough of the Nuka Ride quest chain. Should I disable or edit any of MSMA's settings to make sure nothing breaks in Nuka Ride? Or will it work out as is?

Hello!

 

Thank you!

For NR-specific initiated AAF scenes in general, I would advise toggling sexfight bad effects (paralysis/frenzy or death) off.  Or turning sexfight itself off.


Aside from that, they should work together on the defaults, as is, without any breaking items, as long as you ideally remember to talk with Misty (the mysterious scientist) at the start,  when you exit the vault, before engaging with Duke, the eyebot. You can always visit Marina later during one of the visits to the Commonwealth if you need something from her, specifically.

That being said, the effects of having had that initial conversation with Misty can also be forced via the debug menu item in the MSMA MCM. 

On my test playthrough a while ago (Norita playthrough), the first bimbo level up (bimbo level 1)  happened during (spoiler):

 

the fight with Ryder, when he is in power armor, and he seemed to be defeated via sexfight just fine, without any problems in the NR scripts.

 

 

 

Edit: one more thing:  In terms of piercing cravings and piercing effects on the MSMA appearance score, piercings applied via Marina will count, piercings applied by Music at her tattoo store will not, they'll be visual only  (with no gameplay bonus/appearance score bonus in MSMA).  Same with tattoos.
NR clothing that you receive via NR will matter in MSMA and give you the general hypersexualized clothing bonus (no matter what bimbo level you are), but since they are all considered bimbo level 2 equipment, in terms of level-based bonuses, they will only bring those extra bonuses if you are bimbo level 2. .

Edited by MSM_Alice
Posted (edited)

New version for testing (does not get uploaded on the main page until It has been tested more) 



Changelog 0.7480:    (new game is best)

- Modified Marina's item preview browser, should now always start from the last item browsed (in each category) , not from the start each time. 

- added a bit of a delay on tattoo overlay application to make sure they apply with different UIDs

- Solved bug of shoes not appearing on the hologram at the start. 
- Corrected some small errors that caused papyrus traces on some index being out of array bounds.  
- changed SexFight moaning sound manager architecture to not assume by default that all partners in an AAF scene are the same race, and instead be able to correctly detect and handle multi-race partners AAF scenes. 

- changed some flavor string in Intrusive thoughts and bimbo lust thoughts, as well as their distribution on bimbo levels
- adjusted an exception from bimbo thoughts frequency MCM settings, when there are a lot of messages queued (now there is less of an exception, and it  more closely obeys the frequency settings in the MCM, even if the message buffer is large; before if the message queue was too large, message frequency was being dynamically increased, but at higher bimbo levels it could get a bit too annoying).

Edit : removed temp version as 0.7490 is now live on the main page. 

 

Edited by MSM_Alice
Posted

I noticed on the last playthrough that there was indeed a longer time needed to get Bimbo level 1.   However Bimbo level 2 was achieved rather fast compared to the initial level.   I use PVPK and have town bicycle turned on as well as nymphonia or whats it called and it triggered a scene with a settlement visitor which caused a chain of 3 scenes with 8 settlers.   I had just gotten bimbo level 1 and by the end of that was bimbo 2.   A few of the settlers were higher level and were difficult sexfight encounters which might have led to this.   My question is have you considered pausing or slightly lowered your cvt's after achieving each level to avoid rapid raising on levels?   I really prefer level 1 as its kind of a sweet spot - easier fights, implant demands are pretty easy to achieve in just normal sexy time and access to a few more items at Marina.   I am using this on a more business oriented run where I am not doing a ton of venturing into commonwealth.   More building settlements and setting up all the shops (for saving layouts for later use)  I do need to go get slaves for the brothels and shops which is where this mod shines along with raising morale of the inhabitants of course!  You need to be a host and offer to satisfy ALL of their needs.

 

One last question, which I believe was somewhere in the early help pages - have you considered if you optionally install Milk of Human Kindness to have those stretching dildos in that satisfy the cravings for larger sizes?   Would be a way to self enjoy a craving that required something larger.   At really high bimbo levels, a trip to the breeding pit would be one way to knock a bunch of items off the list :P.

I really wish there was a way to just capture a supermutant or hound as a sex toy to use whenever you need them, but the mods I have tried don't work well with creatures - they do not function in settlements as slaves.   This would be more if you reached level 3 I think or a pretty high level as they are above level 1 and 2 as we have discussed in the past.

Posted (edited)
2 hours ago, Mimirue17 said:

I noticed on the last playthrough that there was indeed a longer time needed to get Bimbo level 1.   However Bimbo level 2 was achieved rather fast compared to the initial level.   I use PVPK and have town bicycle turned on as well as nymphonia or whats it called and it triggered a scene with a settlement visitor which caused a chain of 3 scenes with 8 settlers.   I had just gotten bimbo level 1 and by the end of that was bimbo 2.   A few of the settlers were higher level and were difficult sexfight encounters which might have led to this.   My question is have you considered pausing or slightly lowered your cvt's after achieving each level to avoid rapid raising on levels?   I really prefer level 1 as its kind of a sweet spot - easier fights, implant demands are pretty easy to achieve in just normal sexy time and access to a few more items at Marina.   I am using this on a more business oriented run where I am not doing a ton of venturing into commonwealth.   More building settlements and setting up all the shops (for saving layouts for later use)  I do need to go get slaves for the brothels and shops which is where this mod shines along with raising morale of the inhabitants of course!  You need to be a host and offer to satisfy ALL of their needs.

 

One last question, which I believe was somewhere in the early help pages - have you considered if you optionally install Milk of Human Kindness to have those stretching dildos in that satisfy the cravings for larger sizes?   Would be a way to self enjoy a craving that required something larger.   At really high bimbo levels, a trip to the breeding pit would be one way to knock a bunch of items off the list :P.

I really wish there was a way to just capture a supermutant or hound as a sex toy to use whenever you need them, but the mods I have tried don't work well with creatures - they do not function in settlements as slaves.   This would be more if you reached level 3 I think or a pretty high level as they are above level 1 and 2 as we have discussed in the past.


Thank you.
There is a bit of cooling CVT advancement upon a bimbo level up, but maybe not enough? I don' t want to put something as dramatic as a progression freeze after a level up (for a number of in-game hours), as seems a bit of a cheat. Will think about it.


Sexfight encounters with higher level enemies can definitely fast-track CVT increases, especially is there' a compounded effect situation: for instance
- mindbreak status

- xp debt status
- high sex addiction 
- high level opponent
- not answering a significant number of challenges of the total number of challenges issued 

Stack up multiplicatively.


I did plan to have more of a MHK integration eventually, but haven't gotten around to it yet. 
I need to understand more about the underlaying MHK mechanics and papyrus scripts to make a good integration as I need to tie/bring into agreement the Size queen perk from MHK with my own size system, the effects of MHK vajuvenate, with the effects of Marina' s Rejuvenation functionality, and yes the effects of the MHK green dildos could play a part in craving management too  now that you mention it. 

Right now I want to
- fix the existing bugs l (like figuring out the optimal way for the TRS clothing to grant the correct bonuses),

- fix what I detect to be annoying UX aspects (like the fact that available bimbo points should be more readily accessible info; even  the CVT progress "brake"  post bimbo level up  that you feel would be needed, would enter this section too) ,

- then finalize the De-bimbo school at least in a basic form, using actual  in -game assets and scenes  (location, characters, not a text menu option) ,
-  and similarly the extra planar tribunal, their " Save from death" functionality, and their " punish avoiding bimbo consequences" Save flow functionality, at least a basic form,

- add a way to make NPCs more diverse ( hairdoos/clothing), if more diverse clothing and hairdoos mod are available for them (without making those mods a hard requirement)

- maybe finalize the localization infrastructure for the script hosted strings :D

so I can then focus on building the actually story quests, bring in voices,  and have some fun with it... and get started on SJs settlement.
 

Edited by MSM_Alice
Posted (edited)
15 hours ago, Mimirue17 said:

I noticed on the last playthrough that there was indeed a longer time needed to get Bimbo level 1.   However Bimbo level 2 was achieved rather fast compared to the initial level.  I use PVPK and have town bicycle turned on as well as nymphonia or whats it called and it triggered a scene with a settlement visitor which caused a chain of 3 scenes with 8 settlers.   I had just gotten bimbo level 1 and by the end of that was bimbo 2.   A few of the settlers were higher level and were difficult sexfight encounters which might have led to this.   


Here's a 0.7481 for testing, with more checks and balancing factors on a bimbo level up, that would prevent a cascaded bimbo level up scenario (no matter how depraved the qualifying event was).
Later edit: snuck in an extra update Also the stats check in the implant menu also lists the available number of Bimbo Points.

 

Edit : removed temp version as 0.7490 is now live on the main page. 

 

Edited by MSM_Alice
Posted (edited)

Sadly I find myself hitting the same issue no matter what version i use. The Super Mysterious person will not talk to me. Ive even tried debugging ;_; and also starting over several times. Ive read through these forums several times trying to find answers, too

 

Edit: Marina is also there but does not say anything to me.

Edited by ElysiaViolette
Posted (edited)

a new MSMA_v0_7490 for testing.
In addition to the above.

- Added a "hidden" status to any MSMA Marina outfits (so they can be unlocked /gifted later in the story, and won' t appear in the hologram browser list until then) 
- Set all TRS based outfits to hidden form now,  repurposed some of the other outfits for higher level bimbo.  (until solving TRS-based outfit  hypersexual missing bug)
- if applying to an old Save game: be aware this update reinitializes all item arrays, so all outfits will have to be repurchased/re-unlocked from Marina.
- Added a skip option for marina's initial dialogues.

 

Tthis one might be good enough to go on the main page (but will test a bit more). 

 


 

Edit : removed temp version as 0.7490 is now live on the main page. 

 

Edited by MSM_Alice
Posted (edited)
1 hour ago, ElysiaViolette said:

Sadly I find myself hitting the same issue no matter what version i use. The Super Mysterious person will not talk to me. Ive even tried debugging ;_; and also starting over several times. Ive read through these forums several times trying to find answers, too

 

Edit: Marina is also there but does not say anything to me.

Hello!


If you are not seeing the initialization prompts  as you exit the vault (age check, permissions and whatnot) , it means the mod is not starting., and none of its NPCs will have any dialogue for you. You will have to press a forcestart button in the MCM to get the mod to start.

 
To troubleshoot :
1. 
Install it on a new playthrough ( not an old save file)
2. Let me know if you see the init prompts as you start a new game, and  emerge from vault 111. 

 

 

 

Can you describe me step by step

1. What version of the mod are you on?  Was that the version you started on, or is it a mid-playthrough upgrade. 
2- are you installing MSMA on a older savegame, or is this a fresh start?

3 - are you using any alternate start mods, that mess with the player's emergence from vault 111 (and that cell's formID) or the initial 'Out of time' quest?   
4 - are you exiting the 111 vault normally?
5- Are you on NG or OG?
- Press the Button : Querry "Out of Time; Quest stage, what number does it say ?
- Press the Button : Querry Main SexFight Quest Stage , what number does it say ?
- What is the status of the all "Contents" entries below (what is on 0 and what is on 1) ? 


You have debug buttons in the MCM to force start the mod if the main problem is that the mod hasn't started . 

 

Untitled.jpg

Edited by MSM_Alice
Posted

Hey guys I have a stupid question TuT. The first several message boxes are way too long to fully displayed in my screen, so I cant see the options at the bottom of these boxes. I do have installed the FallUI Confirm boxes but still fail to correctly place the message boxes.

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