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Posted
5 hours ago, MSM_Alice said:


Hello
In the prerequisites mods list on the first page, there is a mod called "confirm boxes" that you did not install.
The reason that mod is listed as a prerequisite  (and not as an optional/soft requirement),  is specifically for these detailed reports, so they can fit on screen.
Maybe I should change the word prerequisite, and say more clearly that  *you must install these*. 
 


If you install that mod, even on default, things should fit. 

You can then tweak even further (change font and font size,  reduce the text size even more if you want to, all optional).

 

I found the solution, it was a conflict with another mod. I wanted to know if you were going to integrate the Family Planning Enhanced Redux mod?

Posted
19 hours ago, MSM_Alice said:



The initial talk with the mysterious scientist should be the entry point, as that is what  first moves the Main SexFight Quest Stage  from 0 to 10  (then from 10 to 20 as you visit Marina)

 

So you get all the init prompts all fine and dandy, but then the mysterious scientist refuses to talk with you ?
Is that the core issue ?
If so, use that " mysterious scientist forcetalk" button in the MCM. 

image.thumb.png.5273e855ba692ae66875938d2d87907c.png
Only after that convo is done should you move on to meet Marina, down by the creek, not before.
Otherwise Marina won't really talk to you. Not when Main SexFight Quest Stage is at stage 0.

 

 

Marina should only be enabled (and interacted with) only after the mysterious scientist has had his convo with you and poofed out of view.

Talking with Marina without having talked with the mysterious scient first should not be possible, as Marina should only activate (and appear in the game world)  after the talk with the mysterious scientist is done.

Hmmm....... unless you used her doorbell ( that I added later) to force her to appear before her normal time. 
I forgot about the doorbell.
Will have to add an extra check to her doorbell as well and have that not work if  the discussion with the mysterious scientist is not completed.


 

 Sorry, forgot to mention that i did "talk" to the scientist through MCM, though there was no dialogue but only the message box. Tried a new patch and results were the same. Mod npc's appear as they should but i cannot initiate any dialogue with them, PC does make a sound as if they are trying to initiate one but nothing happens after.

Posted
1 hour ago, tim8867 said:

I found the solution, it was a conflict with another mod. I wanted to know if you were going to integrate the Family Planning Enhanced Redux mod?

At some point perhaps. 
Specifically, can you outline what would you hope to see, functionality wise by that integration , that is not present right now? 
 

Posted (edited)
1 hour ago, angrykiwi said:

 Sorry, forgot to mention that i did "talk" to the scientist through MCM, though there was no dialogue but only the message box. Tried a new patch and results were the same. Mod npc's appear as they should but i cannot initiate any dialogue with them, PC does make a sound as if they are trying to initiate one but nothing happens after.

Is this a brand new playthrough, done on  v 0.7525?
What does not make any sense to me is that talking with the mysterious scientist, (either normally or via that debug Menu command), runs a script function (the same function that shows those popup windows) that should 100% also set the Main SexFight Quest Stage to stage 10,  get things all prepped to interacting with Marina, including making Marina visible.
However you said that pressing Querry Main SexFight Quest Stage returns 0.
That sequence of events should be impossible,  it does not make sense to me. 

Some aspect is being omitted, as normally these three statuses 

  • - have talked with the mysterious scientist" (either normally or via mcm), and then after that
  • - Pressing Query Main SexFight Quest Stage returning   0 
  • - Being able to see the Marina NPC

shouldn't be logically be possible, in that order, without console commands, mid playthrough mod upgrades (or other shenanigans that are omitted). 



Marina won't ever talk with the player (and shouldn't be present in the first place) unless the Main SexFight Quest Stage has moved from 0 to 10 and beyond.

So as long as that stage is 0 , it is normal that Marina des not talk with you and stays invisible. Even if you used some trick to make her visible, she still won;t have any dialogue until the MSMAMysteriousScientistDialogue quest  (the one you query with the "Query Main SexFight Quest Stage"  button) moves from stage 0 to stage 10.
Talking with the mysterious scientist (normal or forced) is precisely what sets that quest stage to 10.

 

If you want to try and tinker with it the quest name is MSMAMysteriousScientistDialogue, its formid is 0x001ED5,  and its stage should 10 when you try and talk with marina for the first time. I don't recommend settings stages manually, things should work the natural way. 
 

But I feel we're not seeing the whole picture here /not getting all the information as the situation as you have described it (having talked with the Mysterios scientist, while at the same time the main quest stage staying on 0),  should be impossible.

 

Maybe there a third party mod that blocks new dialogue.
Maybe your player is still logically stuck in a dialogue scene with another NPC (maybe Duke from NR), that never concluded and is still going, so any ne dialogue scenes like the one with Marina and Misty cannot start, (not before that other " suspended" dialogue scene is wrapped up/concluded).
 

Maybe you never re-tested the via the "Query Main SexFight Quest Stage" button AFTER you talked with the mysterious scientist ( and saw its popup windows,), and never realized that the stage had moved from 0 to 10, but you still think it is 0 (when in fact it had moved on to 10)

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:

At some point perhaps. 
Specifically, can you outline what would you hope to see, functionality wise by that integration , that is not present right now? 
 

I had thought that with the introduction of the FPE mod, the higher the bimbo level, the more fertile the character becomes, the faster the pregnancy, more children and a need to be pregnant more and more, ...

Posted
7 hours ago, tim8867 said:

I found the solution, it was a conflict with another mod. I wanted to know if you were going to integrate the Family Planning Enhanced Redux mod?

Family Planning Enhanced works out of the box with this, no issues for player of NPC's

Posted (edited)
On 6/28/2025 at 12:55 AM, tim8867 said:

I had thought that with the introduction of the FPE mod, the higher the bimbo level, the more fertile the character becomes, the faster the pregnancy, more children and a need to be pregnant more and more, ...

Understood.

FPE does work with this mod, and it can be argued the increased cravings and sexfighting , lead to increased AAF scene, arguably already do some of that to a certain extent, but true right now  this mod does not  change the settings of FPE to reduce child development duration, increase fertility per encounter or anything on a bimbo level up


Will keep it in mind as a potential feature , but to be lore/story appropriate, the extra planar entities need their implanted subject to collect samples. Being pregnant.... would put pause to that, normally, and maybe even a permanent stop.  I see it as more likely they would want the implant to do the opposite, to act a bit more like a contraceptive to compensate for the increased libido, as they (the extra planar entities) are interested if studying only a specific phase of the human reproductive cycle, not the entirety of it,  so in this particular experiment they have 0 interest in the full cycle unfolding, but rather keep things "stuck" on the specific phase/part they want to study. Going full cycle means slow down of the study itself.

 
Maybe indeed producing a large speed up of the child development duration is another way they look at how they would approach it, but that opens a whole new other set of design challenges for me. With fast child growth, we get a parent with many kids to raise (unless our protagonist is a psychopath not caring about raising her children, which is not a direction ever want to take the story in) would mean dealing with VERY conflicting duties/priorities for our protagonist, as raising those kids is a very different job/life/series of activities than what the implant wants from our protagonist, going way past the mere pregnancy duration. Children, once brought into this world, are lifelong commitments, and I don' t want to build a story that trivializes that.  Also on that path the implant shouldn't make the mother stupid anymore, quite the opposite, in that case, to successfully raise a child a mother needs to be as smart and as strong as she can possibly be, so that puts a stop to the airheaded bimbo status with low fighting proficiency right away. There's responsibilities now. A very different story from that moment on. 

 

At any rate until I think more about this, to figure out if an integration should be done, for your roleplay purposes you can also (on each bimbo level up) go manually in FPE MCM and increase the pregnancy chances , and decrease duration to what you consider appropriate for that bimbo level up. 
The additional technical reason I am hesitant to do custom integration work on that mod was I saw other mod makers saying that FPE is no longer actively developed, and has a series of bugs. 
 

Edited by MSM_Alice
Posted (edited)
On 6/27/2025 at 10:38 PM, MSM_Alice said:

Is this a brand new playthrough, done on  v 0.7525?
What does not make any sense to me is that talking with the mysterious scientist, (either normally or via that debug Menu command), runs a script function (the same function that shows those popup windows) that should 100% also set the Main SexFight Quest Stage to stage 10,  get things all prepped to interacting with Marina, including making Marina visible.
However you said that pressing Querry Main SexFight Quest Stage returns 0.
That sequence of events should be impossible,  it does not make sense to me. 

Some aspect is being omitted, as normally these three statuses 

  • - have talked with the mysterious scientist" (either normally or via mcm), and then after that
  • - Pressing Query Main SexFight Quest Stage returning   0 
  • - Being able to see the Marina NPC

shouldn't be logically be possible, in that order, without console commands, mid playthrough mod upgrades (or other shenanigans that are omitted). 



Marina won't ever talk with the player (and shouldn't be present in the first place) unless the Main SexFight Quest Stage has moved from 0 to 10 and beyond.

So as long as that stage is 0 , it is normal that Marina des not talk with you and stays invisible. Even if you used some trick to make her visible, she still won;t have any dialogue until the MSMAMysteriousScientistDialogue quest  (the one you query with the "Query Main SexFight Quest Stage"  button) moves from stage 0 to stage 10.
Talking with the mysterious scientist (normal or forced) is precisely what sets that quest stage to 10.

 

If you want to try and tinker with it the quest name is MSMAMysteriousScientistDialogue, its formid is 0x001ED5,  and its stage should 10 when you try and talk with marina for the first time. I don't recommend settings stages manually, things should work the natural way. 
 

But I feel we're not seeing the whole picture here /not getting all the information as the situation as you have described it (having talked with the Mysterios scientist, while at the same time the main quest stage staying on 0),  should be impossible.

 

Maybe there a third party mod that blocks new dialogue.
Maybe your player is still logically stuck in a dialogue scene with another NPC (maybe Duke from NR), that never concluded and is still going, so any ne dialogue scenes like the one with Marina and Misty cannot start, (not before that other " suspended" dialogue scene is wrapped up/concluded).
 

Maybe you never re-tested the via the "Query Main SexFight Quest Stage" button AFTER you talked with the mysterious scientist ( and saw its popup windows,), and never realized that the stage had moved from 0 to 10, but you still think it is 0 (when in fact it had moved on to 10)

 Tried a fresh game, now the dialogue does start but it almost instantly ends, both with scientist and marina. Is there any known mod conflict? I still find it odd that something affects the dialogues and it's the first time i see something like this.

 Edit, switched my setup from Slavers no NukaRide and it fixed it, looks like some of the requirements were causing it, somehow.

Edited by angrykiwi
Posted (edited)
16 hours ago, angrykiwi said:

 Tried a fresh game, now the dialogue does start but it almost instantly ends, both with scientist and marina. Is there any known mod conflict? I still find it odd that something affects the dialogues and it's the first time i see something like this.

 Edit, switched my setup from Slavers no NukaRide and it fixed it, looks like some of the requirements were causing it, somehow.

Thank you so much for following up on this with more context, helps in figuring out the cause, as it was/is very puzzling.

I have two test set-ups a OG one with NR 6.9, and a NG one with CS (but maybe not the latest) and NR6.8
I couldn't' t get this bug to trigger on either, but it does not mean it can' t be some of the CS optional that I did not install.


If you ever go back to that set-up again to re-test, could you also go a step further and see if the same thing (with dialogue force-close),happens not only to Misty and Marina, but the vanilla Codsworth dialogue too (or other vanilla dialogue)? 
That info would have more to go on (as there should be nothing super special about the Misty and Marina scenes, that would cause them to be singled out).

Edited by MSM_Alice
Posted

Not sure if this will be helpful but I did some testing with my vortex setup, anytime violate wasn't installed it bricks and none of the pop-up windows open when leaving the vault 

Posted
10 minutes ago, LatencyRemix said:

Not sure if this will be helpful but I did some testing with my vortex setup, anytime violate wasn't installed it bricks and none of the pop-up windows open when leaving the vault 

Indeed violate, just like like AAF is, for now,  part of the "must install" list. 

Posted (edited)

Your bug fixed in 0.7520  worked like a charm, 

 

Apparently in 0.7511, the AAF Violate , was acting up or, the raiders in Concorde were adjusted by your mod? The very first raiders?

 

Anyways I noticed in 0.7520 the SavageCabbage  high head count mod check now shows 0. It used to be 1. So there has been a change there.

This is weird because I have the FMMMMMMMM from SavageCabbage, unless there is an add-on I dont know about?1

 

Testing your latest 0.7525 now.

 

Spoiler

Additionally:


I have been testing now the quest and in part 5, it was substantially more difficult for my character, which lead her to drink something. (I didn't try it a 3rd time again yet)

Might I recommend to maybe have a 3 option in the dialog that says: Can I come back later and give it another try?

I noticed that, when I selected the second option, the quest just progressed and next time I spoke to Surge I got he latest option for money.

 

 

 

Edit: interesting the SavageCabbage high headcount is not showing 1 with 0.7525

Edited by Tempy
Posted
On 6/27/2025 at 11:02 PM, MSM_Alice said:

Maybe I should change the word prerequisite, and say more clearly that  *you must install these*. 

 

1 hour ago, MSM_Alice said:

Indeed violate, just like like AAF is, for now,  part of the "must install" list. 

Yeh that could have been my interpretation of before they sounded as more of a suggestion to have a better experience rather than part of a hard requirement for the mod to work. 

 

Now your mod has quickly become one that will allways be used. 

 

Posted (edited)
2 hours ago, Tempy said:

Your bug fixed in 0.7520  worked like a charm, 

 

Apparently in 0.7511, the AAF Violate , was acting up or, the raiders in Concorde were adjusted by your mod? The very first raiders?

 

Anyways I noticed in 0.7520 the SavageCabbage  high head count mod check now shows 0. It used to be 1. So there has been a change there.

This is weird because I have the FMMMMMMMM from SavageCabbage, unless there is an add-on I dont know about?1

 

Testing your latest 0.7525 now.

 

  Hide contents

Additionally:


I have been testing now the quest and in part 5, it was substantially more difficult for my character, which lead her to drink something. (I didn't try it a 3rd time again yet)

Might I recommend to maybe have a 3 option in the dialog that says: Can I come back later and give it another try?

I noticed that, when I selected the second option, the quest just progressed and next time I spoke to Surge I got he latest option for money.

 

 

 

Edit: interesting the SavageCabbage high headcount is not showing 1 with 0.7525

 

Thank you for testing.
Hmm.. I don' t remember having  changed anything around that high headcount animation check... 
They can have several different names depending on which version you have installed, and which animation patches. 
I also found some scenarios/animation patch combos,  when only the the 6p and 10p are present (you quoted out the 10p one) , but nothing in between (7 8 or 9).

I am testing for the presence of the 7P one, and assuming if I find the 7p one, then every one from rom 6p to 10p is probably present too.

At any rate I'm not doing anything with those Anims just yet, it was just me trying to learn how to check for specific animations.

Right now the mod is just checking for the 7P one, with the naming format : "SC-7P-Human-Floor01-02Gangbang" .

You might have the 10p one and the 6p one., but not the 7P one, and you might not have them in the .SC-10P-Human-Floor01-04Gangbang , name format but rather the one with a F and many Ms

 



What aspect specifically was acting up in 0.7511 for the concord raiders and was later fixed? (there were no direct changes there) .

If it was just difficulty difference between playthroughs, there could be things that might explained why it was harder in one playthrough than the other like: 
- A different higher level raider was the "leader",  if you were unlucky to geta  multi actor anim.
- You arrived there lower level, or with a pre existing " handicap" that you did not have in the previous playthrough (mind broken, slut status or several others) 

 

 

Indeed in the Sturges-Wedge quest, phases 1 (beds)  2 (water)  3( food) and 4 (defense) are significantly easier, as they are part of the newbie quest, so Wedge's, Vicks, and Piete's  level is purposefully adjusted in relation to the player's level,  and made a bit lower than the current player level, so one gets eased in into it with no trouble . 
Phase 5 (antenna and generator) and 6+ (caps) are noticeably more difficult, as Wedge and friends are no longer artificially de-leveled. 

I did mean to add some extra dialogue there that offers a justification on why is harder (like Wedge and his buddies start using Nuka Rush or some other sex-performance enhancing drugs).

 

Edited by MSM_Alice
Posted (edited)

Other then SAKR (I have never used it and have never had any issues that I am aware of anyways) I agree all those listed in Prerequisites should be Hard Requirements.   Probably half your troubleshooting is probably due to some of those not being installed (or load order of those mods).   Now I might be having issues that I am not aware of without having SAKR installed, but it normally does not work properly with most of the outfit mods I use without patches I have never got to work properly.....So not sure how vital it is but it might be affecting sexfight difficulty or progress.

 

edit:  I am able to add the hyper sexualization to gear and keep it up to bimbo level with crate (love this feature)  Easy girl outfits also allow you to have the misc option on gear be Lighter with adds 5 AP per gear which greatly helps in SexFights.

So I would add the weave mods we discussed earlier and/or ECO to your soft requirements (or change this category to for a better experience category)

Edited by Mimirue17
Posted (edited)

I spent a bunch of time building up the music catalog, as there will be an expansion entire music system.
Will post them here for those who wante them in mp3 format. 

Many of them are meant to expand the craving system music ( posted some of them  a few pages back )
Going forward I think i'll  make the music a separate zip file, for optimizing LL downloads 

Anyway here are more of them: 


 

A ten not a five (boob size craving song) 

 

The Big (G)uns (boob size craving song) 

 

What would you do for love.  (piercing craving song) 

 

I'm your doom (Sexfight song)

 

You're gonna go far  (Bodycount Craving song)

 

 More Mileage  (Mileage Craving Song)

 

Miss Squeaky Clean (Oral craving Song)

Edited by MSM_Alice
Posted (edited)

Spacing them over  several posts to keep this under attachment size per post. 

 

From Tip to (Curled )Toe (Big size craving) 

 

Su-Pah-Po-Wer (Bimbo Level up song) 
 

 
Woops  (Bimbo Level up song) 

 

No Self Control (bimbo level up song)
 

Enslaved (Bimbo level up song)

 

A little wetter. (Sex Fight song) 

 

Spicy Sexy Fun (Sex fight song)

 

Spicy Brain (Bimbo Level up song)

 

The taste of men (Oral Craving song)

Edited by MSM_Alice
Posted (edited)

Third batch.

 

Brainwaves -  Bimbo Level Up 

 

 

Was I Smart  - Bimbo Level Up

 

 

Mind of Lust - Bimbo Level Up

 

 

Brain Chip - (maybe) oral craving

 

 

Bimbo World (Sex Fight song)

 

 

Bimbo Mode SexFight song

 

 

So what?! - Bimbo Level up song.

Edited by MSM_Alice
Posted (edited)

 

Fourth batch ( last for now) .
I need to rework the music infra befor ei actually add all these to the mod :)

 

 

Bubblegum Psycho (Bimbo Level up Song)
 

The weight (of these titties) - Bimbo Level up song.

 

Tinker Tailor Bimbo Tamer (contextual)

 

OpenUp (General cravings song).
 

Mind Over Matter - Gangbang craving song 

 

Just Over My Size (size craving song)

 

Pistons Up - Mileage craving

 

Need to be ( Gangbang craving) 

 

Transcended (All sorts of cravings song)

 

 

Edited by MSM_Alice
Posted

I think we're up to about 75 tracks now. 
Aside cravings, and sex fights, and key moments in the story, I also want each bimbo level up to also have its own song now. 
 

Posted

Noticed that when I update the version during playthrough

 

I get a notice about the piercings and that it need to reinitialise.

 

New playthrough does fix this.

Posted
58 minutes ago, Tempy said:

Noticed that when I update the version during playthrough

 

I get a notice about the piercings and that it need to reinitialise.

 

New playthrough does fix this.

Can you provide more context? 
I am afraid I don' t understand.

Posted
6 hours ago, Tempy said:

Noticed that when I update the version during playthrough

 

I get a notice about the piercings and that it need to reinitialise.

 

New playthrough does fix this.

I find it a good idea to have a save right before getting on the elevator in vault 111, that is when everything loads into the game.   Another good save is after speaking with Marina the 1st time before accessing the hologram.  With everything that is changing (for the better mind you) for game stability it is always best to start a new game to make sure the changes load properly.   

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