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Posted (edited)
43 minutes ago, KevinDaldry said:

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.

Hello.

Can you provide some screenshots with the issue?

Are you sure you have correctly installed both confirm boxes and XDI?


The initial pop ups (during mod init)  have been reduced/ split out so they should fit even if not using Confirm Boxes at all. 
You still need Confirm Boxes for later on though.

Are you on a really old version?

Do you have any other UI mods that increase the default font size on these kind of popup boxes?

Edited by MSM_Alice
Posted
21 minutes ago, MSM_Alice said:

Hello.

Can you provide some screenshots with the issue?

Are you sure you have correctly installed both confirm boxes and XDI?


The initial pop ups (during mod init)  have been reduced/ split out so they should fit even if not using Confirm Boxes at all. 
You still need Confirm Boxes for later on though.

Are you on a really old version?

Do you have any other UI mods that increase the default font size on these kind of popup boxes?

Thanks for your answering first!

I'm using the latest version, with XDI and comfirm box correctly installed.

I've already reduced the font size to 10, but still the message box seems to be too big.

image.png.d41fe376bab8b9104938b80c5604a02b.png

Posted (edited)
1 hour ago, KevinDaldry said:

Thanks for your answering first!

I'm using the latest version, with XDI and comfirm box correctly installed.

I've already reduced the font size to 10, but still the message box seems to be too big.

image.png.d41fe376bab8b9104938b80c5604a02b.png

Confirm boxes, on defaults, make the edges of those windows curved.
Maybe I'm missing something ,I don't think confirm boxes is active/correctly deployed.
Additionally, that font with serifs is not the default Fallout 4 UI font. 

I think there are some extra settings elsewhere that need to be reverted to defaults, and the Confirm boxes mod needs to be installed correctly.

Edited by MSM_Alice
Posted
6 minutes ago, KevinDaldry said:

Thanks for your answering first!

I'm using the latest version, with XDI and comfirm box correctly installed.

I've already reduced the font size to 10, but still the message box seems to be too big.

image.png.d41fe376bab8b9104938b80c5604a02b.png

This is how it should look if using the normal Fallout4 font and font size,  and Confirm boxes.

start.jpg

Posted
11 minutes ago, MSM_Alice said:

This is how it should look if using the normal Fallout4 font and font size,  and Confirm boxes.

start.jpg

Well at least now I know that the first option is needed XD. Thanks again!

Posted
8 hours ago, MSM_Alice said:

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 . 

 

 

 

Hello! Going step by step here:

1: I origionalyl started with 7475 as it was the one on the front page. I kept trying different versions, now up to and including the one on the front page now

2. Started over every single time...I think i've made my Nora like 20 times the past day or so XD

3. No alternate starts

4. Exiting Normally

5. Im on the most recent version from Steam (and yes I have the required mods all installed and launch with F4SE)...my guess is its with the NG update.

-Pressing the buttons gives me nothing no text on my screen or anything at all.
-However, it also doesnt seem to see all the other mods i have installed and do work. 

-The Debug buttons also do nothing when Pressed

-Also of note, only about 1 in 5 times do i get even my Sex Attribute popup (unrelated but still)

 

I appreciate the help.

20250623113916_1.jpg

20250623114100_1.jpg

Posted (edited)
18 minutes ago, ElysiaViolette said:

Hello! Going step by step here:

1: I origionalyl started with 7475 as it was the one on the front page. I kept trying different versions, now up to and including the one on the front page now

2. Started over every single time...I think i've made my Nora like 20 times the past day or so XD

3. No alternate starts

4. Exiting Normally

5. Im on the most recent version from Steam (and yes I have the required mods all installed and launch with F4SE)...my guess is its with the NG update.

-Pressing the buttons gives me nothing no text on my screen or anything at all.
-However, it also doesnt seem to see all the other mods i have installed and do work. 

-The Debug buttons also do nothing when Pressed

-Also of note, only about 1 in 5 times do i get even my Sex Attribute popup (unrelated but still)

 

I appreciate the help.

20250623113916_1.jpg

20250623114100_1.jpg

It is rare to see nothing on that page starting at all. 
No script from the mod is running not even the MCM manager Quest, which has no other dependencies and is set to auto run when the game starts. 

My guess is  something maybe blocks the ESP and its scripts from loading/running at all. Maybe they're not even deployed.
Do you have a working F4SE and AAF installation, using a version that is correct for the NG build?

Are the files installed din the correct folders?
Have you perhaps done something off the beaten path like forced-recompiled all scripts with some strange compilation settings perhaps?


if you look at the page here you should at the very least see the MCM manager quest initialized. 

https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/27/#findComment-7064793

 

Edited by MSM_Alice
Posted (edited)
On 6/23/2025 at 9:46 PM, ElysiaViolette said:

Hello! Going step by step here:

1: I origionalyl started with 7475 as it was the one on the front page. I kept trying different versions, now up to and including the one on the front page now

2. Started over every single time...I think i've made my Nora like 20 times the past day or so XD

3. No alternate starts

4. Exiting Normally

5. Im on the most recent version from Steam (and yes I have the required mods all installed and launch with F4SE)...my guess is its with the NG update.

-Pressing the buttons gives me nothing no text on my screen or anything at all.
-However, it also doesnt seem to see all the other mods i have installed and do work. 

-The Debug buttons also do nothing when Pressed

-Also of note, only about 1 in 5 times do i get even my Sex Attribute popup (unrelated but still)

 

I appreciate the help.

20250623113916_1.jpg

20250623114100_1.jpg

Can you start a new game and see what the papyrus log says?

Before exiting Vault 111, that page should look like this : 


The Strings manager quest and, more importantly,  the MCM manager quest should be up and running.

The fact that not even the sex attributes mod can reliably start makes me think that the virtual machine running the scripts is overloaded, or something else is happening. A papyrus log should be illuminating.

The only idea I have is perhaps trying to manually ( via console commands) reset and restart the two quests, just before exiting Vault 111.  
The MCM manager is the quest that starts all other quests and subsystems as you reach the surface. 
If that is not on/running before you get on the exit elevator, nothing will be on/running.

 

image.png.d43a5c8cb1f4c9a1071440ebd6e37032.png

 

And

image.png.1ce9e7b973da8e3112a4f61868c7a84f.png


 

 


 

Edited by MSM_Alice
Posted (edited)
59 minutes ago, ElysiaViolette said:

Hello! Going step by step here:

1: I origionalyl started with 7475 as it was the one on the front page. I kept trying different versions, now up to and including the one on the front page now

2. Started over every single time...I think i've made my Nora like 20 times the past day or so XD

3. No alternate starts

4. Exiting Normally

5. Im on the most recent version from Steam (and yes I have the required mods all installed and launch with F4SE)...my guess is its with the NG update.

-Pressing the buttons gives me nothing no text on my screen or anything at all.
-However, it also doesnt seem to see all the other mods i have installed and do work. 

-The Debug buttons also do nothing when Pressed

-Also of note, only about 1 in 5 times do i get even my Sex Attribute popup (unrelated but still)

 

I appreciate the help.

20250623113916_1.jpg

20250623114100_1.jpg

Just retested the start on both NG  and  OG ( both Steam versions  ) 
Both started okay.

 

You can try to play with the following console commands (ideally before getting on the elevator  when exiting  Vault 111):
ShowQuestStages MSMA_MCMManager  (to  see its  status) 

 

stopquest MSMA_MCMManager ( if you  want to stop it) 

resetquest MSMA_MCMMAnager (if you want to reset it)
startQuest MSMA_MCMManager (if you want to start it)

Same for the string quest.   

 

These two must be started (and running) as you get on the elevator to the surface. 

I can't think of a plausible cause that could prevent them from starting automatically, as they are set to do in the ESP, but I know for sure if they are not running, nothing will be running after the vault exit. 

Edited by MSM_Alice
Posted
28 minutes ago, MSM_Alice said:

It is rare to see nothing on that page starting at all. 
No script from the mod is running not even the MCM manager Quest, which has no other dependencies and is to auto run when the game starts. 

My guess is  something maybe blocks the ESP and its scripts from loading/running at all.
Do you have a working F4SE and AAF installation?

Are the files installed din the correct folders?
Have you perhaps done something off the beaten path like forced-recompiled all scripts with some strange compilation settings perhaps?

 


if you look at the page here you should at the very least see the MCM manager quest initialized. 

https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/27/#findComment-7064793

 

 

As far as i can tell, everything is installed and in the correct folder. Other things needing F4SE seem to be working fine (DD etc). AAF Is also installed and working

I guess the next thing i can try is removing everything, uninstalling Fallout 4 then redownloading it and starting over...again for the second time in 3 days lol.

Posted (edited)
17 minutes ago, ElysiaViolette said:

I also notice i dont see any debug log or messages anywhere on my screen whatsoever. 

Papyrus logging is not done on-screen, but to a file,  and needs to be enabled beforehand in fallout's ini files.  If you're not familiar with it, best leave it aside.

 


Try the console commands first before going nuclear and uninstalling/reinstalling everything.
Make sure the MCM manager quest and the string quests are running before you get on the elevator to exit Vault 111.

As you reach the surface, if the mod init prompts don't appear naturally, go to the MCM and press that Emergency Button: Force Start MSMA Mod  (  once) , then exit the MCM.


 

The Sex attributes mod only starting its init popup once in five attempts (and not 100%)  is still quite mysterious and indicative of something not being quite right/a larger underlying problem perhaps?

Edited by MSM_Alice
Posted
3 hours ago, ElysiaViolette said:

 

As far as i can tell, everything is installed and in the correct folder. Other things needing F4SE seem to be working fine (DD etc). AAF Is also installed and working

I guess the next thing i can try is removing everything, uninstalling Fallout 4 then redownloading it and starting over...again for the second time in 3 days lol.

perhaps provide a mod list as well, there is something going on here under the hood that not starting things properly.   Do you get the starting quest to go home (to sanctuary) and then to speak to codsworth?   I am on a rolled back 163 build so I can not speak of NG builds but something appears wrong for sure.   If you have (and should if you do not) Buffout or Buffout NG installed the logs will be in your documents folder > Games > Fallout 4 > F4SE folder.

Posted (edited)

I have a problem with a scene not playing:

 

Spoiler

Wedge doesn’t want to initiate anything on the 3rd time. Character undresses and stops there. All other scene run without a problem.


anyone can help?

it is a total new game. So loaded the game from scratch

Edited by Tempy
Posted

which versions are you both running, I will run a test for Wedges scenes as well.   There were ways in which they broke, and I know there has been many attempts to cover every way that something might break with them.   I honestly skip them now, or if I did do them always saved before hand as it would not go as planned.   For now I will try with the latest version on a fresh start.   I am on pre NG and I know at least one of you in on NG which I can not duplicate.

Posted (edited)
6 hours ago, Tempy said:

I have a problem with a scene not playing:

 

  Reveal hidden contents

Wedge doesn’t want to initiate anything on the 3rd time. Character undresses and stops there. All other scene run without a problem.


anyone can help?

it is a total new game. So loaded the game from scratch

@Tempy
@ElysiaViolette

 

I am wondering if there's a missing anim pack with that particular needed animation  (involves the player, Wedge, and Vicks)that is not present on your system, and the fallback of just picking any 3 actor anim, does not kick in. 

 

image.thumb.png.3db9a2504e0207f53ed2d56f43c844e6.pngI'll do a test run on NG as well (assuming both of you are on  NG).  To see if I can reproduce the situation. Edit: tested it worked okay (cannot reproduce the bug, NG or OG). Leaning into thinking that the animation is not present on your system, and the fallback I built for that situation might be buggy on NG.
Will test that as well.  

Until then,
- If you enable the Sturges-Wedge Quest Debug notifications, could you please share the information you receive on-screen? (Prepare to screenshot as it will  go by fast) Or the papyrus log, if you are familiar with obtaining that. 
 

- Also, any phase of that quest (or even the quest itself) is skippable; it has no irreplaceable key role in the story yet. 

 

Do you have this exact animation in your installed animations? (Savage Cabbage animation pack) 

image.png.9698978729ce76ac2dfd77ba44c891a7.png

The Savage Cabbage anim pack (of which that AAF anim should be a part of) is a hard prerequisite.

Edited by MSM_Alice
Posted (edited)

If you want to test it a bit before it goes on the main page here is 0.7500


- Adjusted XP awards for Aggressor killed in Sexfight

- Changed Marina's outfit browsing to directly skip over Outfits that are invalid due to missing plugins/masters, without any pop-up message (just like it does for Hidden outfits).

- Removed the redundant reinitialization of the Marina item arrays that occurred once per playthrough, on the first save game load after a new game start (for real this time). 

- Added more debug traces on the Sturges-Wedge Sanctuary quest (if the debug option for that quest is turned on).  ( @Tempy , @ElysiaViolette might help with identifying things around missing anims).

- If using the Codsworth craving management functionality, Codsworth's affinity always goes up even if he didn't get any orgasms himself in a scene with the player, (he is immune to passionless sex related disappointments, while being used as a craving management tool).

- Adjusted Sturges and Player dialogue in later stages in the Sturges-Wedge Sanctuary quest, added dialogue branches to correctly identify if earlier stages of the quest had been completed on the vanilla route, (without resorting to meeting Wedge and getting spicy on camera). 

- The MCM setting to auto end a sexfight scene if all aggressors are cooked, now starts on "1" on a new game  (1  means  auto end if all aggressors are at least paralyzed or frenzied)

 

 

Edited by MSM_Alice
Posted (edited)

was abler to complete the 4 normal stages of Wedge scenes - only 1 crashes as the challenge/response happened a second after the warning pop-up which still crashes my game.   I try to just not respond to the last couple and that makes them always work.   I do like the skip options on the lengthy dialogue when starting new games to test new versions.   Also look forward to the outfit skip - tattoos especially as there are only 3 without NR I think.   For some reason the player never redresses after Wedge scenes - and I am wearing necklace and glasses from Marina.   The outfits are higher bimbo level so haven't purchased any yet, just used trunk to bimbofy some heels.

Edited by Mimirue17
Posted (edited)

Taking  a bit of a break from scripts as they drive me crazy, spinning up some more fallout bimbo themed music to trigger when the bimbo cravings go on for long enough, unattended.

 

 

Fill me To The Brim (Fluids craving song - Mad Circus Variation).mp3 (probably default for fluids)

 

Fill me To The Brim (Fluids craving song - Melodic Variation).mp3

 

Fill me To The Brim (Fluids craving song - Vocalisation Variation).mp3

 

Fill me To The Brim (Fluids craving song - Power Variation).mp3

 

 

 

 

 

Lonely Starfish (Anal craving song).mp3

 

Lonely Starfish (Anal craving song - Variation).mp3 (prolly default)

 

 

 

 

 

Group Adventure (Gangbang craving song).mp3

Edited by MSM_Alice
Posted
3 hours ago, MSM_Alice said:

Taking  a bit of a break from scripts as they drive me crazy, spinning up some more fallout bimbo themed music to trigger when the bimbo cravings go on for long enough, unattended.

 

 

 

Fill me To The Brim (Fluids craving song - Mad Circus Variation).mp3 (probably default for fluids)

 

 

Fill me To The Brim (Fluids craving song - Melodic Variation).mp3

 

 

Fill me To The Brim (Fluids craving song - Vocalisation Variation).mp3

 

 

Fill me To The Brim (Fluids craving song - Power Variation).mp3

 

 

 

 

 

 

Lonely Starfish (Anal craving song).mp3

 

 

Lonely Starfish (Anal craving song - Variation).mp3 (prolly default)

 

 

 

 

 

 

Group Adventure (Gangbang craving song).mp3

Oh Hell ya, More music!   Time to make an album available as download :P

Posted

0.7510 

New game is best (upgrade probably should work too).

 

  • Added an option to auto play Bimbo craving themed music tracks (specific per active cravings - 11 music tracks and variations) with customizable frequency, and optionally starting only with a certain bimbo level.  Configurable in the Music section of the MSMA MCM.
  • Added a configurable hotkey, that can stop any currently playing MSMA music track (set it in the main hotkey page). 
  • Added an option to auto use Bimbo-like animations (only if Nuka Ride is installed) for the player,  starting with the desired Bimbo level and up. 
Posted (edited)

Thinking on it I guess I'll add a "used up" flag for the cravings songs (or maybe per craving song category), so once they play (or a song from that category of craving songs plays) then are considered "used up"  for  X  game hours,  and can't be replayed more often than that, even if the random chance retrurns true. 

It should prevent random repeats of the same song to a certain extent.

 

Oh, and I will add a lore-appropriate notification to the notification channel when they start (akin to the craving thoughts), so there's a more direct correlation for the player on why the bimbo brain is hallucinating that music.

 

 

Edited by MSM_Alice
Posted (edited)
On 6/24/2025 at 7:19 AM, MSM_Alice said:

@Tempy
@ElysiaViolette

 

I am wondering if there's a missing anim pack with that particular needed animation  (involves the player, Wedge, and Vicks)that is not present on your system, and the fallback of just picking any 3 actor anim, does not kick in. 

 

image.thumb.png.3db9a2504e0207f53ed2d56f43c844e6.pngI'll do a test run on NG as well (assuming both of you are on  NG).  To see if I can reproduce the situation. Edit: tested it worked okay (cannot reproduce the bug, NG or OG). Leaning into thinking that the animation is not present on your system, and the fallback I built for that situation might be buggy on NG.
Will test that as well.  

Until then,
- If you enable the Sturges-Wedge Quest Debug notifications, could you please share the information you receive on-screen? (Prepare to screenshot as it will  go by fast) Or the papyrus log, if you are familiar with obtaining that. 
 

- Also, any phase of that quest (or even the quest itself) is skippable; it has no irreplaceable key role in the story yet. 

 

Do you have this exact animation in your installed animations? (Savage Cabbage animation pack) 

image.png.9698978729ce76ac2dfd77ba44c891a7.png

The Savage Cabbage anim pack (of which that AAF anim should be a part of) is a hard prerequisite.

 

I'll check it out with the Notifications on now.

Because I have the Savage 1.3 for a while. I do use the Ultimate AAF Patch and AAF 1.1.1 though. And I have always been unsure if I need to keep using the UAAF Patch since AAF 1.1.1 is out.

 

EDIT: 

 

 

MSMA01.jpg

Edited by Tempy

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