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Posted (edited)

0.7530: In theory upgrade is possible, but would strongly recommend a new game. Music infrastructure has been overhauled. 
It might be a bit experimental.


- a lot of new music (now 94 tracks in total) 
- starting with 0.7350 music files are a separate download from the main mod.  please download and install the MSMA_Music_Pack.zip with your mod manager of choice (or else you won' t have any music). 
- added more craving conditions to trigger contextual music (more are planned). 
- added a few separate options to optionally also start music at the start of any qualifying AAF scene involving the Player. 
- Added some additional music on bimbo level up.
- now each bimbo level has its own set of mini pools of possible tracks, each for various event types (can be adjusted and changed)  

Edited by MSM_Alice
Posted

so had a question, I have been doing some experimenting while building my brothels (not sure AAF is going to be able to handle this level of activity to be honest - over 20 scenes going at once in 3 settlements - they get stuck at exiting) and it seems that adding the hypersexual keyword is a really powerful thing that keeps bimbo levels in check at level 0.   I literally had endless sex scenes with my settlements choosing all kinds of scenes from consensual to aggressive (both receiving or giving as the mod can't really tell the difference as far as I can see).   After taking a break to check on things all my stats immediately starting decreasing with the keyword active.

I was able to to level to bimbo level 1 after turning on every option to gain more AP and going after groups of slightly higher raiders and ghouls.

 

so the actual question, just how powerful is that reduction that kicks in stop going to Bimbo level 1 (wearing keyworded gear) without going to extremes that I did to test it I can see staying level 0 for as long as you like.

 

And I would guess having sex with friendlies (regardless of type of scene or gangbang etc) turned on has almost no effect besides helping reach cravings as you level your bimbo levels (based on my testing anyways)

Posted (edited)
4 hours ago, Mimirue17 said:

so had a question, I have been doing some experimenting while building my brothels (not sure AAF is going to be able to handle this level of activity to be honest - over 20 scenes going at once in 3 settlements - they get stuck at exiting) and it seems that adding the hypersexual keyword is a really powerful thing that keeps bimbo levels in check at level 0.   I literally had endless sex scenes with my settlements choosing all kinds of scenes from consensual to aggressive (both receiving or giving as the mod can't really tell the difference as far as I can see).   After taking a break to check on things all my stats immediately starting decreasing with the keyword active.

I was able to to level to bimbo level 1 after turning on every option to gain more AP and going after groups of slightly higher raiders and ghouls.

 

so the actual question, just how powerful is that reduction that kicks in stop going to Bimbo level 1 (wearing keyworded gear) without going to extremes that I did to test it I can see staying level 0 for as long as you like.

 

And I would guess having sex with friendlies (regardless of type of scene or gangbang etc) turned on has almost no effect besides helping reach cravings as you level your bimbo levels (based on my testing anyways)


There's likely no one single thing, but a sum of things.,  the goal is the player needs to have an actual choice, not just a " pretend " choice ... no playthrough should be brute-forced into corruption.  It needs to be at least a semi deliberate choice at the start. it is a slippery slope so once it starts sliding it is harder to stop, but at the start, a bit of discipline and the right gear goes a long way. 

You can monitor your CVT's by either looking  in the MCM , toggling on and using the big "cheat" menu  for implant, remote accessing Marina's  menu and going for the first option where you can check all the CVT values in detail.  (Esp  the True value and the Target value, s  the instant values don't really matter over longer periods, they just describe what is happening instantaneously).
The position itself ( giving or receiving) in the end does not matter as much.  and neither scene aggressive tags,  when I realized the tagging system could often give me false positives.
That beeig said geting mindbroken is still dangerous. But does not happen in consensual animations.


Now a simple way to adjust balance is mess with that AP cost scale slider. 

I do also plan for "black swan" events along the story that might precipitate things. 


That beig said, here is an experimental  temp version where I added an additional nyphomania spiraling layer  that can occur also on sex with friendlies if frequent over a longer period of time. 
Codsworth craving management scenes, or MSMA quest mandated scene like Wedge are exempt.


You can check its value with debug key 4 ( if you map something on it) . While it is different to 0 ( if you do not let it cool off) , then that value is added to your nymphomania CVT every time you engage In a new AAF animation with a least two participants .
It should be capped at a quarter of total max value Nymphomania CVT can have  your current Bimbo level. .
Tiny download now, that the music is separated.

Edit: deleted temp version, see updated version below.

Edited by MSM_Alice
Posted (edited)

@Mimirue17
Made a new adjustment because it wasn't cooling down enough  
Almo MSMA music now takes precedence over vanilla combat music ( but not over boss combat music) 


Edit: another tweak, also resets to 0 on a bimbo level up.
Seemed right.

 

MSMA_v0_7533.zip

Edited by MSM_Alice
Posted

Hi @MSM_Alice,

 

Can I ask a question please?

Does this mod touches raiders in Preston's building in any way?

 

Why I'm asking: after entering the building to save Preston, the quest says "Kill 7 raiders", but there is only 3 raiders in the building. 4 other raiders are gone (or are invisible, I don't know). When I interact with the Preston's door, he says that I must first kill all the raiders befor he opens the door, and 4 world markers appear, showing me the position of these 4 missing raiders. The markers are placed where these raiders usually are: 2 right next to the Preston's door, and 2 in the room with a gas tank. But while markers are here, raiders are not. :)

I never seen this before and I'm playing FO4 many years with 1000ths of mods.

 

I tried to use setstage for the quest to mark these 7 raides killed, Preston still refuses to open the door. I tried to unlock the door (using console) and then quest progresses further, but after acquring the PA and jumping down from the building, there is no one here to kill again. No raiders, no deathclaw. Can't progress the quest.

 

I'm not saying that this mod is to blame. Maybe not. Maybe it is some conflict with some other mods.

I'm just asking if this mod touches these raiders at all (so, the conflict is possible, and then I will try to understand what other mod causes this), or this mod doesn't touch them at all, so it is definitely some other mods/bugs, not related to this mod at all.

Posted (edited)
2 hours ago, iampumpkin said:

Hi @MSM_Alice,

 

Can I ask a question please?

Does this mod touches raiders in Preston's building in any way?

 

Why I'm asking: after entering the building to save Preston, the quest says "Kill 7 raiders", but there is only 3 raiders in the building. 4 other raiders are gone (or are invisible, I don't know). When I interact with the Preston's door, he says that I must first kill all the raiders befor he opens the door, and 4 world markers appear, showing me the position of these 4 missing raiders. The markers are placed where these raiders usually are: 2 right next to the Preston's door, and 2 in the room with a gas tank. But while markers are here, raiders are not. :)

I never seen this before and I'm playing FO4 many years with 1000ths of mods.

 

I tried to use setstage for the quest to mark these 7 raides killed, Preston still refuses to open the door. I tried to unlock the door (using console) and then quest progresses further, but after acquring the PA and jumping down from the building, there is no one here to kill again. No raiders, no deathclaw. Can't progress the quest.

 

I'm not saying that this mod is to blame. Maybe not. Maybe it is some conflict with some other mods.

I'm just asking if this mod touches these raiders at all (so, the conflict is possible, and then I will try to understand what other mod causes this), or this mod doesn't touch them at all, so it is definitely some other mods/bugs, not related to this mod at all.


Hello

No, it does nothing of the sort.  Does not touch that cell, that quest  nor raiders in general.

 


The only time I had that happen to me was on OG,  is when I was testing compatibility with MHK, and had diverse bodies mod put random hair on random raiders and diversify their bodies.  Maybe even gender ratios.

It seemed as unexplainable to me as it is to you. 
I suspected diverse bodies applied some thing  to them that were not quite okay, and their bodies simply went spoof.
I had to restart that playthrough and the next one was okay (I turned off diverse bodies at the start, and didn't open the MHK safe),  but it is puzzling to this day.
Never had that happen on NG.

 

Edited by MSM_Alice
Posted
4 hours ago, MSM_Alice said:


Hello

No, it does nothing of the sort.  Does not touch that cell, that quest  nor raiders in general.

 


The only time I had that happen to me was on OG,  is when I was testing compatibility with MHK, and had diverse bodies mod put random hair on random raiders and diversify their bodies.  Maybe even gender ratios.

It seemed as unexplainable to me as it is to you. 
I suspected diverse bodies applied some thing  to them that were not quite okay, and their bodies simply went spoof.
I had to restart that playthrough and the next one was okay (I turned off diverse bodies at the start, and didn't open the MHK safe),  but it is puzzling to this day.
Never had that happen on NG.

 

I actually had this issue yesterday morning, the 2nd batch of 2 did not spawn but I had collared one of the bottom 3 raiders with just business.  On a fesh game and just killing them it worked fine.

Posted

Think the issue appeared on a version from earlier in weak that was upgraded on a save after talking to marina the 1st time. Upgraded to one before the new music and new game (no sexfight done inside building) and it worked fine.  Might be worth a test to see if sexfight is stopping the second set of 4 from spawning on quest min00.

Posted

Hmm I am looking with xEdit ( instead of the creation kit) to see what changes does my esp do, and I am indeed seeing some oddities,
Will try and clean it up with Xedit. 

Posted (edited)

@Mimirue17

@iampumpkin

I think I did find something while inspecting with Xedit, which was quite surprising.
There were in the esp some record that were altering some actor reflists ( moving them from one category in another category)  even though I did no such bespoke edit. 
Removed them ,manually from the ESP.


 

I have some working hypothesis on why that happened (I started building this mod with on a NG build and its CK, , then moved over a OG build, and its CK, as I read everywhere that ESP  headers are compatible things were identical enough to handle that flawlessly) 



I might need to have and re-add some of my own actors in those reflists lists now  in the interim here is a version you can test. 
 

MSMA_v0_7537.zip

Edited by MSM_Alice
Posted
32 minutes ago, MSM_Alice said:

@Mimirue17

@iampumpkin

I think I did find something while inspecting with Xedit, which was quite surprising.
There were in the esp some record that were altering some actor reflists ( moving them from one category in another category)  even though I did no such bespoke edit. 
Removed them ,manually from the ESPs.


 

I have some working hypothesis on why that happened (I started building this mod with on a NG build and its CK, , then moved over a OG build, and its CK, as I read everywhere that ESPs  headers are compatible things were intentical enough to handle that flawlessly) 



I might need to have and re-add some of my own actors in those reflists lists now  in the interim here is a version you can test. 
 

MSMA_v0_7537.zip 762.91 kB · 0 downloads

its honestly great that you take comments, and others here can back up or suggest things to fix it, all to help make things better.   I will give this a run on a new game and test it a few ways inside the building.

Posted (edited)
34 minutes ago, Mimirue17 said:

its honestly great that you take comments, and others here can back up or suggest things to fix it, all to help make things better.   I will give this a run on a new game and test it a few ways inside the building.


@Mimirue17
@iampumpkin


Thank you for testing and giving me feedback, especially around these things that might on playthrough work and another one not. 
I probably would have never guessed my ESP was indeed doing these changes, I was sure, to the point I was ready to swear, I made no such edit.

And turns out, while not intentional, actually there was a change. 

Might have even affected getting into diamond city, piper might have been stuck outside never initiating her dialogue with Danny (though I suspect it would only happen on OG, since the record on NG were identical). 

And might be linked to why Marina disappears sometimes on OG and the doorbell has to be rang. 

Please let me know if you see any oddities, the cleanup was quite unceremonious, and while now the vanilla actors should be as "untouched" as possible, there might be that some settings for MSMA specific actors were " thrown out with the bathwater" .  Some might need re-doing/being re-placed from scratch.  (if oddities happen) 
I tested till the Diamond City gate scene and everything looks good , on OG at least, will re-test on NG now 


Edit: uploaded 0.7357 to the main page. 

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


@Mimirue17
@iampumpkin


Thank you for testing and giving me feedback, especially around these things that might on playthrough work and another one not. 
I probably would have never guessed my ESP was indeed doing these changes, I was sure, to the point I was ready to swear, I made no such edit.

And turns out, while not intentional, actually there was a change. 

Might have even affected getting into diamond city, piper might have been stuck outside never initiating her dialogue with Danny (though I suspect it would only happen on OG, since the record on NG were identical). 

And might be linked to why Marina disappears sometimes on OG and the doorbell has to be rang. 

Please let me know if you see any oddities, the cleanup was quite unceremonious, and while now the vanilla actors should be as "untouched" as possible, there might be that some settings for MSMA specific actors were " thrown out with the bathwater" .  Some might need re-doing/being re-placed from scratch.  (if oddities happen) 
I tested till the Diamond City gate scene and everything looks good , on OG at least, will re-test on NG now 


Edit: uploaded 0.7357 to the main page. 

as long as the 3 early ones actually die it worked fine (either killed outright or through sexfight) but they do have to die, if you collar them or they surrender it will not complete and the next 4 will not spawn.   Did see something totally new and it only happened with the test file you listed here, the bridge and rocks to sanctuary flickered out of sight.

 

edit: Disregard - load order got changed in plugin list and it was my deep clean mods that did it as they were out of order!  so flickering was on my end.   Rest still holds true.   Will test diamondcity next as indeed Piper would not talk to me on that same playthrough that the raiders were not spawning!

 

 

Edited by Mimirue17
Posted (edited)
19 hours ago, Wastelander4 said:

Hello @MSM_Alice

 

first of all thank you for this great mod. I have much fun playing it and make a great experience. A mod that follows you all along and spice the commonwealth up.

Keep the good work on. This project is a nice way to play fallout 4.

 

I started three new games and tested around i found some thinks which could be interesting for you:

 

1. AAF Sexual Harassment and the addon Pervert

When you enter the "clients" seperate space (From mod pervert, location Sanctuary) - and start a animation - First scene, everything fine. Then all following scenes start (gathering in aaf window) and suddenly stop the scene (exiting in aaf window). Thid goes on and on. The animations will play only very very short.  After leaving the costum space all manually started animations have the same problem. Other mods who start animations got the same problem. When i go back (earlier save) before this all work fine.  

I have three different starts / playthroughs always the same problem. Both mods just worked as intented for the last months without MSM.

 

EDIT: SH without Pervert works fine :D

 

2. Syndicate HUD

After the wedge quest i see the ammunition count even the weapon is not drawn. When weapon in hand i see it as an overlay to the actual overlay. so you cannot read the ammo count. Third person fine, happens only in first person.

 

 

 

 

Some sugesstions from me :D

 

Voiced Content:

1. I like the idea of the inner thoughts which were displayed as notifications. Would be great when something like this played while the animations running. And hear it ;D

2. Perhabs addional some spicy comments from the protagonist how horny she is, enjoy the ride and how she likes cocks. 

3.For immersion reasons a voiced dialoge would be very good. It breaks for me when there is silence when. Especially whith this spicy content.

4. Love the voice from the music files. Can be a good one for 1,2 and three in my opinion.

 

 

Greetings ;D

 

 

 

 

Thank you for the nice words and the feedback!

 

 

1. I haven't used Pervert mod,  so no clue what might be happening there, and what is the interaction.
Scenes started via the AAF UI definitely shouldn't be force stopped on start. 


MSMA can ask AAF to end a scene only in the following cases: 

1 - The option to auto end AAF scenes with sexFight, when all opponents are "cooked" is on, and all opponents are cooked

2 - The current AAF scene duration involving the player has reached a length of time above what the max Sexfight scene duration is set in the MSMA settings

3 - An OnAnimationEnd event has been received for an AAF animation involving the player, without on OnAnimationStart being received beforehand, so, unless you are in a time bubble IRL moving backwards in time, something fishy is going on. 
4 - You are in an active AAF  Violate scenario  with followers, the player has ended their last scene in the chain, but the followers are still otherwise "involved" with the aggressors, still doing it , then this case MSMA asks AAF to stop all scenes involving any followers, as SexFight end effects are about to be applied,  and followers need to end their scenes too, and not keep the player waiting.
5 - You are in a MSMA story-based AAF animation like the Wedge scene, and its end conditions are met (like the filming duration is done).

 

  I can help you take a look and share with me your findings. 

Here is a version of the mod I put together just for this purpose,  that has more log traces and info popups on the matter (you can update it mid playthrough)

 

MSMA_v0_7539.zip
If you can use it, and you know how to enable papyrus logging, then go through the problematic sequence of events and share a papyrus log with me, and  we will know more, it will tell us if MSMA asked for a particular AAF scene to be stopped and why.


If you do not know how to enable papyrus logging, then  if you go in the MSMA MCM menu, on the "MSMA Debug Settings" page,  you now have a Debug setting called  "Popup Messages with AAF Scene interrupts"  and you can toggle if these messages will also be presented to you as popup windows (not just logged in the papyrus log), so you can tell me if anything is tripped, and if you get any popups when the scene force ends.

 

 

 

2. That sounds that the Syndicate HUD mod is not handling correctly instances where in certain cutscenes the player control in suppressed, but HUD stays visible. If you are familiar with Papyrus, the wedge scene, to prevent the player running around and messing up the scene, at the start of the wedge dialogue I do 
 

    MSMAPreviewLayer  = InputEnableLayer.Create()
    MSMAPreviewLayer.DisablePlayerControls(true, true, false, false, false, false, false, false, false, false, false)

(this is what that function does: DisablePlayerControls - InputEnableLayer - the Fallout4 CreationKit Wiki ) 


And when everything is done before he sends you back to Sancturary I "undo" all that  
    MSMAPreviewLayer.EnablePlayerControls()
    MSMAPreviewLayer.Delete()

 

These are all valid calls (nothing illegal/out of the ordinary) 

Sound like Syndicate HUD needs to learn how to deal with Input Layers being enabled/disabled.
Both overlapping elements you are seeing on the Hud are likely both created by either r the Vanilla FAllout4 or by Syndicate HUD.
(MSMA does not create any new HUD elements).

 

 

Edited by MSM_Alice
Posted (edited)

New version 0.7540

  • Added craving music trigger condition for wanting more piercings
  • Added craving music trigger condition for wanting a larger chest. (Bimbo level 2 and up)
  • on the "MSMA Debug Settings" MCM page, you now have a Debug setting called "Popup Messages with AAF Scene interrupts" and you can toggle it if you want MSMA to notify you via a popup every time it believes it has a valid reason to ask AAF to stop an AAF scene.  (if that is off, those are just logged as traces in the Papyrus log, if Papyrus logging is enabled, no popups)
Edited by MSM_Alice
Posted (edited)
15 hours ago, Wastelander4 said:

 

Hello,

thank you for the informative answer. Will try the new version a soon as possible. Very good an fast work!

When i got something for you i will report it here. 

 

Greetings 

 

I installed the "Pervert" mod, and it all seems to work okay. 
What I did (or better said, what I did not do) is I did not paralyze or kill NPCs during the Pervert's mod scenes via Sexfight. 
I toggled that paralysis/frenzy/killing off. 

Unless that mod has coded in a way to handle a case where those assaulting NPCs would be incapacitated (via sex or some external attack),  and it handles that graciously (like for instance AAF violate does),  or unless that mod uses the MSMA integration global variables, that MSMA exposes to other mods, if they want to temporarily disable the player's SexFight "powers" and stop the player from being able to kill/punish NPC via sex in its key scenes, (so that those NPC are automatically left alone), then it makes sense that proceeding with incapacitating that mod's actors/ NPC via sexfight, would break the flow of the third party mod. 
 

You need to choose to spare the assaulting NPCs in a sex scene, if the third-party mod you are playing has no proper way of dealing with the possibility of them being dead, paralyzed, or frenzied at the end of the AAF scene.





image.thumb.png.bf7775bfa820f19b12ea7f3d76d28bb6.png

Edited by MSM_Alice
Posted

Hello,

 

I've been playing this mod for a while and I think it's gold.  Your work is truly above and beyond what I imagined when my skeptic mind side-eyed this crazy idea of a mod.  Thank you for the wonderful mod you're building.

 

If you're open to a little feedback I would definitely love to see more synergy with other mods such as Provocative Perks, Devious & Kziitd Devices, and insta-sex mods like Magno Cum Guadio or Sex-em-up.

 

Some Provocative Perks could fold right in to MSMA.  Cherry Sundae, which is automatic orifice restoration, doesn't really work with MSMA but would be nice if it did.  Shameless Flirt sort of breaks MSMA's vendor pricing but could also be a boon if the two mods could work together.  Tentacle Bait just begs for an automatic mind break and could also be great for gaining mass satisfaction of most (or all) cravings.

 

DD seems a little unfair right now.  After all, banging a beautifully bound bimbo buys depravity but could those sexy devices also help the sex fight?  A bound up dream girl drops into a raider camp...at least one of those jet junkies' hearts is going to burst at the thought of such a fantasy come true.

 

A bimbo-seduction feature in MSMA which could allow me to choose what kind of sex to have and where (what furniture) would be nice.  Sex em Up and Magno Cum Guadio have their limits.

 

One last thing:  It would be really nice to be able to stroll into a raider, gunner, atom camp without causing aggro if my bimbo level is high enough.  Though they'd probably want something from me at some point.

 

Of course this all means more work and none of these ideas are anything more than nice-to-have features.  These are just some things I think about while playing.

 

With that all said I have a problem with Codsworth.  All was fine up to version 7350 but beyond that he no longer gives me dialogue for craving assistance.  I have troubleshot a bit but no luck.  Also, I waited for a couple of versions to see if it would rectify itself but he remains stuck in vanilla dialogue.  I'm not really sure how to approach this problem.  Any help you can provide would be appreciated.

 

Cheers!
 

Posted
1 hour ago, Slip0213 said:

Hello,

 

I've been playing this mod for a while and I think it's gold.  Your work is truly above and beyond what I imagined when my skeptic mind side-eyed this crazy idea of a mod.  Thank you for the wonderful mod you're building.

 

If you're open to a little feedback I would definitely love to see more synergy with other mods such as Provocative Perks, Devious & Kziitd Devices, and insta-sex mods like Magno Cum Guadio or Sex-em-up.

 

Some Provocative Perks could fold right in to MSMA.  Cherry Sundae, which is automatic orifice restoration, doesn't really work with MSMA but would be nice if it did.  Shameless Flirt sort of breaks MSMA's vendor pricing but could also be a boon if the two mods could work together.  Tentacle Bait just begs for an automatic mind break and could also be great for gaining mass satisfaction of most (or all) cravings.

 

DD seems a little unfair right now.  After all, banging a beautifully bound bimbo buys depravity but could those sexy devices also help the sex fight?  A bound up dream girl drops into a raider camp...at least one of those jet junkies' hearts is going to burst at the thought of such a fantasy come true.

 

A bimbo-seduction feature in MSMA which could allow me to choose what kind of sex to have and where (what furniture) would be nice.  Sex em Up and Magno Cum Guadio have their limits.

 

One last thing:  It would be really nice to be able to stroll into a raider, gunner, atom camp without causing aggro if my bimbo level is high enough.  Though they'd probably want something from me at some point.

 

Of course this all means more work and none of these ideas are anything more than nice-to-have features.  These are just some things I think about while playing.

 

With that all said I have a problem with Codsworth.  All was fine up to version 7350 but beyond that he no longer gives me dialogue for craving assistance.  I have troubleshot a bit but no luck.  Also, I waited for a couple of versions to see if it would rectify itself but he remains stuck in vanilla dialogue.  I'm not really sure how to approach this problem.  Any help you can provide would be appreciated.

 

Cheers!
 

Hello! 
Thank you so much for the nice words and the feedback, much appreciated

Will think about each of them, definitely juicy opportunities out there, and I too could see how those might work in synergy. 
Surely some raiders who are more BDSM minded should be more easily bested by a bound bimbo.

 


But to address the most pressing issue: Codsworth as a craving manager tool. 
Since I moved his craving management in its own separate quest I too have noticed things are a bit more finnicky to initialize.
I think right now, after talking with Marina (the first time you get any craving, and she initializes Codsworth as a crave management bot),  you then just have to  hang around him s few seconds, and he will eventually initiate the dialogue with you (but not the other way around) 
If you try to talk with him, indeed, it just goes to the default companion dialogue.

This hanging around, and hoping that Codsworth initializes the dialogue is not ideal, but It could be a temporary solution until I figure out what is wrong.

This and the fact that Marina's skin cleaning napkins sometimes just stop working, (and one needs to exit to the main menu and reload again, to get them working again.) are two mysterious bugs that annoy me to no end, as far as I can tell, I do everything correctly, I don' t know what could be causing this.  
Probably for Codsworth, if I can' t find that cause, I will make sure he has a pleasure shack somewhere in sanctuary with a button that initiates the interaction.

Will definitely give the other aspects more thought too. 
Is MCG still widely used?
I was under the impression that it has quite  few bugs, and is no longer updated).

Posted
1 hour ago, MSM_Alice said:

Will definitely give the other aspects more thought too. 
Is MCG still widely used?
I was under the impression that it has quite  few bugs, and is no longer updated).

 

I honestly don't know if it is widely used.  I use it but only for one or two features.  I disable almost the entire mod as other mods do the job it claims it does only better.  I only mentioned it because it was in my list.  

 

Thanks for your ear.  I continue to look forward to seeing how this mod evolves.

 

Posted

ChangeLog

0.7550:  mid-playthrough upgrade should be okay, but a new game is ideal. Further development of the "hallucinated bimbo music" system

  • added extra 26 music tracks (total tracks now 120- remember to download the updated music pack and replace the old one)
  • music distributed better across various tracks pools (at lower bimbo level 0 and 1 now music with tamer lyrics will be played, lyrics will get more extreme as leveling up) 
  • there are additional checks to minimize repeating tracks
  • Bespoke track pools that now play for all types of bimbo cravings
  • contextual music now can play when becoming a Sex Attributes slut (or recovering from it) 
  • Adjusted default craving music chance value to be a bit higher.
  • Settings/changes/timers to adjust all that in the MCM Menu, Music Sub-page. (individual cooldown scalers/music suppressors per type of craving and so on)
  • This update should make Marina napkins to function more reliably (before in some context an exit to Main Menu and a reload was needed to get them to work again).
  • Codsworth craving management dialogue should also be initiated by Codsworth more reliably, when you hang around him with an active craving. @Slip0213
Posted

Just got to the end of the Bimbofication path (With some dev cheats/slider increases, I was curious!) and had my Nora

Spoiler

become a good sex drone. Delightfully dark in that way where it's clear that there really isn't a whole lot going on inside her head by then. Of course, I'm also a fan of Bimbos of Skyrim, so the inevitable spiral into bimbohood is fun no matter how it happens. Would love to see (in future patches) more dialogue changes as ranks 6 and 7 are achieved. But I know that's a tall ask in a game like this, a lot of work.


All of that is to say I absolutely love what's here so far and can't wait to see where else you take it! The sex fight is generally fun, requires you to approach the game in a different way and balance how much you want to have Nora sacrifice of herself as she seeks to survive in this alternate Wasteland where she's a living probe.

Posted (edited)

Just tested mod again with start me up (I have been using fast start and had no issues) if using the option to skip prologue and start in the vault it works wonders.   It also allows all those mods to finish loading so by the time you leave you are 100% ready, and takes roughly 2 minutes.   Do like the warning on how to proceed if something goes wrong.

Edited by Mimirue17
Posted (edited)
6 hours ago, Onedrift said:

Just got to the end of the Bimbofication path (With some dev cheats/slider increases, I was curious!) and had my Nora

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become a good sex drone. Delightfully dark in that way where it's clear that there really isn't a whole lot going on inside her head by then. Of course, I'm also a fan of Bimbos of Skyrim, so the inevitable spiral into bimbohood is fun no matter how it happens. Would love to see (in future patches) more dialogue changes as ranks 6 and 7 are achieved. But I know that's a tall ask in a game like this, a lot of work.


All of that is to say I absolutely love what's here so far and can't wait to see where else you take it! The sex fight is generally fun, requires you to approach the game in a different way and balance how much you want to have Nora sacrifice of herself as she seeks to survive in this alternate Wasteland where she's a living probe.

Thank you! 

If you could share where you felt the need to use the cheats, or sliders adjustments it would help me get a better idea where to work more, and what defaults might need adjusting.
A fresh pair of eyes is invaluable, when I have been so close to it, I might be blind to some balance issues at this point.

 

 


The dialogue aspect is indeed an integral part of the atmosphere, but it is tricky to do right across the entire Fallout4 world (outside of controlled areas/cells).

 

- That part probably can't be fully voiced (when the voices will start coming in, I do want to have actual voices in at some point)  and the problem is not necessarily for Nora herself, but  also for the all NPC that would need to reply in-context, as one would need to also change not just the voice of the player, but all the replies (across all vanilla voice types and all unique actors in the vanilla game, across usual topics but also across all quests).   Maybe there is a procedural way to do that, who knows. Seems like a mountains of edits.   In theory I could also leave the replies be Text-only, though would be a bit anti climatic.  Generally, I am weary of editing the vanilla records of vanilla locations/NPCs/Quests, I'd rather add different quest/records/areas on top of it, that monitor the vanilla ones and that work in synergy, than edit the base directly,  so that compatibility with many other mods is maintained. 


 

That said, the dialogue changes based on bimbo level and different paths will for sure be there in the story of the mod itself, and in the side quests of the mod itself. 
A bit of it should pre present already in the quest to build up Sanctuary like a bimbo (by sourcing all the materials from porn entrepreneur Wedge), if the character is a level 0 1 or 2 bimbo, there are some options where she can still exert some control and refuse to engage in that behavior.  Bimbos level 3 and above can only agree enthusiastically to whatever Wedge is proposing, with no option to refuse,and if the player isist on getting easy caps from wedge past bimbo level 2 there is a not-implemented-as-of-now"bimbo advancement conclusion event" ( spoiler follows)  where Piete betrays Wedge and Vicks, and forces the player into an extreme  scenario with  reprogrammed previously disaffected cockubots (sexually active synths essentially), prefacing later acts in the story, and depending of the player bimbo level when that happens, the scenario may or make not make use of the 6P up to 10P animations (high headcount animations) from Savage cabbage's pack.

 

 

The general tone overall, should be humorous, poking fun at the ridiculousness of the premise, but I had to veer it a bit dark at the tail end, as at the start I was getting  "I got to level 7, are there more levels?" from playtests . So I tried to make it more clear that the top bimbo level is not a story goal in itself, the player is not necessarily meant fully give in and be a mindless drone, but rather try and make the best of gray area situations, think a bit strategically balance the advantages/corruption sacrifices. Ideally there will be paths through the story for a bimbo level 0 or 1, and also for level 6 or 7, and the solutions available to each should be shockingly different. 


In general  solutions would fall into three general categories

  • minimum bimboness/ do one's best refuse to engage in depravity to any meaningful extent ( Available to levels 0,1.. maybe 2)
  • will indulge in some depravity to gain an advantage  if the situation asks for it (but this always with a risk of bimbo advancement, depending on how things play out) ( Available to  Levels 1,2,3,4,5)
  • had already given up almost everything that could be given up, nothing is left to protect (and these solutions will be .. extreme... for lack of a better word) (available to Levels 6,7... maybe 5)
     
Edited by MSM_Alice

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