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Posted (edited)
53 minutes ago, Mimirue17 said:

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.


Thank you so much for the test and feedback!
So, to better understand, things

 

A.  worked okay out of the box with Start me up, without needing to use any "forcetalk" button options in the MCM? (that was the goal with checking for "start Me up").
Or

B. the convo debug MCM buttons were needed after all for Start Me Up. (but they did their job, and at least the need for it was prefaced/mentioned in the popup).

 

 

*Edit: let me know if you want me to put the mp3s for the new music on the thread., for download

Edited by MSM_Alice
Posted
22 minutes ago, MSM_Alice said:

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.

 

Oh! I was mostly just trying to see where you were headed with the bimbofication part of the story, given that this is the set up phase for the whole mod and I expected that the corruption would be something to contend with throughout a much longer play through. So I cranked up the bimbo multiplier, actively sacrificed willpower and self esteem and more during sex fights, etc. I'll happily be playing with the standard settings once more of the quest is in game...maybe. Again, big fan of playing a bimbo.

 

Quote

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).

  Hide contents

- 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. 

 


I...wish you luck dealing with all of the vanilla dialogue if you so choose to enter into that minefield. I know that some other mod authors have simply gone "Annnnd, we're going to go over to this island off the coast so I have complete control over the people" or something similar.

 

Quote

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)
  • 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 5,6... maybe 4)

 

Yeah, it's a slightly tongue in cheek "Hey, look, you've played Fallout 4 before, lets tell Nora what's going on without the long trek for the reveal. Good? Okay, now she can be our sper...bio matter collector!" The dark humor and the tone were immediately and wonderfully apparent.

I like the varied solutions paths and that you're not trying to do one for EACH level, just a range. I'd say leave that middle section broad. 1-4, with a strong emphasis on acts that will pull the PC towards level 3 or higher if they indulge too much. A suggestion for 6 would be a pop up, rather than a dialogue with someone else, where the PC realizes how much emphasis and focus she's putting on sex and how much she is starting to just...not care about anything else. A mix of sexy arousal at the prospect and the last whimpers of the lawyer's mind as it fades into blissful pink.

Posted (edited)
25 minutes ago, MSM_Alice said:


Thank you so much for the test and feedback!
So, to better understand, things

 

A.  worked okay out of the box with Start me up, without needing to use any "forcetalk" button options in the MCM? (that was the goal with checking for "start Me up")
Or

B. were the convo debug MCM buttons needed after all for Start Me up  (but they did their job, and at least the need for it was prefaced/mentioned in the popup)

 

 

*Edit: let me know if you want me to put the mp3s for the new music on the thread., for download

yep worked out of the box with no need to force start it.   I figured it would - if starting in the vault it pretty much acts as if you started normally without the silly prologue of how you got into the vault.   The force start options are great to have though, for those who have mucked up their mod lists to the point they broke something (only way I can see it not starting properly if using this start up option)

 

and you know I love the music - would love a dowload of all the songs in a nice package (some of them cut off at the end which I assume is not the case with the orginals)   

About half the craving songs would be worth listening to outside of game, a little less then the other music which is like 75% worth having on a playlist.   I like the variety of music types and like the ones that delve into a little bit of rap.   If you need help building settlements let me know I can come up with some base plans and share the the workshop files, I spend way to many hours building things....I assume you will probably clone someplace if building outside and you need factories etc. 

 

Edit:  I always wanted a way to take over Corvega, clean in up and get it working again.   Or some of the power plants etc.   Such a waste of perfectly good factories.   Was always annoyed with Starfield for the same thing - why have to make your own places when you just cleared 3 perfectly nice places of pirates....but you can't just turn them into places you can live.....stupid concept or lack of it.

Edited by Mimirue17
Posted (edited)
24 minutes ago, Onedrift said:

A mix of sexy arousal at the prospect and the last whimpers of the lawyer's mind as it fades into blissful pink.

Funny you mention that.:)
I actually have planned an entire quest when mister SJ ( the leader of the settlement that this mod will be using) will get into some trouble, and Nora will be asked to be a case lawyer again. How that will pan out depends on her bimbo level ofc.

I started building music for it and everything: ( but nothing is published or in the mod yet, it is probably going to be in act 1 or act 2))
That environment will be more pretentious and high falutin' than the rest of the fallout4 enviro, so the music is a bit different:

Objection Sustained - Bimbo Lawyer - Act1

 

 

Edited by MSM_Alice
Posted
4 minutes ago, MSM_Alice said:

Funny you mention that.:)
I actually have planned an entire quest when mister SJ ( the leader of the settlement that this mod will be using) will get into some trouble, and Nora will be asked to be a case lawyer again. How that will pan out depends on her bimbo level ofc.

I started building music for it and everything: ( but nothing is published or in the mod yet, it is probably going to be in act 1 or act 2))
That environment will be more pretentious and high falutin' than the rest of the fallout4 enviro, so the music is a bit different:

Objection Sustained - Bimbo Lawyer - Act1

 

 

 

 

Oh this is DELIGHTFUL. Can definitely see a level 0-1 Nora articulately arguing the case and running rings around folks. While a 2-4 is the lawyer in the song. A 5+ perhaps even loses the case, but the court offers SJ the option to have his lawyer serve a sentence in his place.

Posted (edited)
32 minutes ago, Mimirue17 said:

yep worked out of the box with no need to force start it.   I figured it would - if starting in the vault it pretty much acts as if you started normally without the silly prologue of how you got into the vault.   The force start options are great to have though, for those who have mucked up their mod lists to the point they broke something (only way I can see it not starting properly if using this start up option)

 

and you know I love the music - would love a dowload of all the songs in a nice package (some of them cut off at the end which I assume is not the case with the orginals)   

About half the craving songs would be worth listening to outside of game, a little less then the other music which is like 75% worth having on a playlist.   I like the variety of music types and like the ones that delve into a little bit of rap.   If you need help building settlements let me know I can come up with some base plans and share the the workshop files, I spend way to many hours building things....I assume you will probably clone someplace if building outside and you need factories etc. 

 

Craving songs

 


95. My Beaver Haunts the Wasteland v1

 

96.  My Beaver Haunts the Wasteland v2

 

97. Wasted Brain (Big Boob Craving)

 

98. I need More v1 (Provided Orgasms Craving)

 

99.  I need More v2 (Provided Orgasms Craving)

 

100. One More Come v1 (Provided Orgasms Craving)

 

101. One More Come v2  (Provided Orgasms Craving)

 

102.  At least 10 of y'all (Received Orgasms Craving)

 

Edited by MSM_Alice
Posted

Portioning them to not go over per post download.
 

103. Pierce Me More ( Piercing craving song) 

 

 

104. Bigger Rounder (Butt Size craving) 

 

 

105. Bigger Rounder v2 (Butt Size craving) 

 

 

106. Happier Without (Butt Size craving) 

 


107. When I'm Wet I'm Wet (AAF Scene/SexFight song)

 

 

108. When I'm Wet I'm Wet v2 (AAF Scene/SexFight song)

 

 

109. Day By Day: Level 7 Bimbo Level Up (max level)

 

 

110. Day By Day v2: Level 7 Bimbo Level Up (max level)

 

 

111. Love Hate (Provided Orgasms Craving)

 

 

112. Need it Right Away (Received Orgasms Craving)

 

 

Posted

And last batch: 
 

113. Gotta Bounce (General sex act craving)

 

 

114. Gotta Bounce v2 (General sex act craving)

 

 

115. Cum To My Senses (General sex act craving)

 

 

116. That Schlong  (General sex act craving)

 

 

117 That Schlong  v2(General sex act craving)

 

 

118. OOC Libido (Becoming Sex Attributes Slut)

 

 

119. Wasteland Slut  (Becoming Sex Attributes Slut)

 

 

120. Bitch Switch (Becoming Sex Attributes Slut)

 

 

Posted (edited)

Those three above sum up the music drop in this latest update. 

 

For convenience, below are the compiled links to all other music posts in this thread (here, unlike the game, they are all downloadable as MP3)
It would be useful (if possible) for people to let me know if there are any that they have never heard in-game.  (aside SJ ones and Objection Sustained one, as those are not in)



@Mimirue17 All can be downloaded by the three dots menu on the play widget.



 

1. MSMA: SexFight Gameplay & Bimbofication - Page 11 - Downloads - Fallout 4 Adult & Sex Mods - LoversLab

 

 

2.https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/14/#findComment-6984988

 

3. https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/14/#findComment-6985498

 

4. https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/16/#findComment-6989562

 


5. https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/18/#findComment-6992819

 

6. https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/20/#findComment-6998216 ( this one was a more meaty update) 

 

7. https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/20/#findComment-6998446

 

8. https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/20/#findComment-6998521

 

 

9. https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/26/#findComment-7058531 (SJ)

 

10. https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/28/#findComment-7065695

 

 

11.https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/31/#findComment-7070367 (meaty update , this post and the following 3 posts)

12. https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/31/#findComment-7071718

 

 

13. https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/32/#findComment-7072104 ( and the following post)

14 . https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/33/#findComment-7078860 ( the three posts just before this one) 

 

 

Edited by MSM_Alice
Posted

0.7551: Mid playthrough update is fine

  • Solved a bug in the music track anti-repeat checks, that were causing only half the available music tracks to ever get dynamically played.
Posted

I keep playing this, not because there's so much to do, but because there's so much love and care put into the songs that I find myself stopping and bopping along to them when they play. The music is -another- outstanding part of this mod and if you're not playing with it on, you're missing out.

Posted (edited)

New music drop (will be integrated in the next update), as I got a feel on which pools were getting kind of repetitive in longer playthroughs. 
Now for sure I am done with new music for a while, (bit burned out with that process, but total track count is now 150). 

 

 

150.  Slut in a Random Shack v3 , Anal craving
(apologies to Spanish guitar fans out there :}, this particular version is bit of a nod/tribute to @JB. NukaRide work who I think mentioned speaking Spanish on the NR thread) 

 

147. A Marina Story v3 Boob size Craving. Probably the longest story-melody in the whole mod  (again, apologies to Spanish guitar fans out there :) ) 


 

And more (no more spanish guitar): 

 

122 . Mum and Codsworth

 

121. The Codsworth Machine

 

123. Obsession for Bim-Bros - body count craving.

 

 124 Better Way - BodyCount Craving

 

125. Open All the way  Anal Craving 

 

130. Piercing Battle ( Piercing Craving, could also be SexFight)

 

133. Let's Get Pierced v2  (Piercing craving) 

 

134.  Let's Get Pierced v3

 

Edited by MSM_Alice
Posted (edited)

135. Sleeping with my Enemies (Sexfight, could also be body count )

 

137. Up Again (BodyCount craving)

 

139. Through The Back (Anal Craving)

 

141. Rule of the Rack (Boob Size craving) 

 

143. Rule of The Rack v3  (Boob Size craving) 

 

Edited by MSM_Alice
Posted

These are GREAT. I'm going to have a hard time not dragging my Nora down the path to being a bimbo sex-drone because the music said so. Heh.

Posted (edited)
29 minutes ago, Onedrift said:

These are GREAT. I'm going to have a hard time not dragging my Nora down the path to being a bimbo sex-drone because the music said so. Heh.


Thank you :)
When they are added, most of them should play starting with  Bimbo level 2, so there's no need to go all the way to level 7.  
The only ones exclusive to higher levels are the level-up melodies themselves. I suspect most people gravitate towards level 2, as that's when sexfightkilling becomes available.


There is a music override in the MCM, for sexfight start and sexfight win music, to force that to just select a random  music track from the entire available catalog, instead of their designed bimbo-level-specific music pools, (I think those still work, might need to double-check :))


 

Edited by MSM_Alice
Posted

Hey great mod been working great until today and not really sure what happen i didn't download anything else or change settings of MSMA. The issue is when a sex fight starts it runs for maybe 2 seconds and then the aaf scene shows its ending. Max length of any scene now with aaf is about 5 seconds and it auto ends. I did some testing disabling mods one by one and seeing if the problem resolved and after disabling MSMA scene played like normal so I'm assuming it this mod effecting the game scenes. I tried changing the length of scenes and disabling the auto end for sex fights but did not change still only plays for a few seconds and ends the scene.

Posted (edited)
1 hour ago, dannzzy said:

Hey great mod been working great until today and not really sure what happen i didn't download anything else or change settings of MSMA. The issue is when a sex fight starts it runs for maybe 2 seconds and then the aaf scene shows its ending. Max length of any scene now with aaf is about 5 seconds and it auto ends. I did some testing disabling mods one by one and seeing if the problem resolved and after disabling MSMA scene played like normal so I'm assuming it this mod effecting the game scenes. I tried changing the length of scenes and disabling the auto end for sex fights but did not change still only plays for a few seconds and ends the scene.

 

Hello!
Thank you for the feedback. 

Scenes should not be forced stopped on start with no  reason,  and there was someone else ( @Wastelander4 ) who also mentioned something like that a week or two ago; there might be a certain interplay with another mod that happens in some edge cases. 
I couldn't reproduce it on my tests, but then again, I might not have the mod in your modlist that is the triggering factor for this MSMA behavior. 


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 an 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 in this case MSMA asks AAF to stop all scenes involving any followers, as SexFight end effects are about to be applied, and the followers need to end their scenes too, and not keep the player waiting.
5 - You are in an 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 deeper look at it and share with me your findings. 

There is some monitoring functionality  I put together just for this particular purpose after Wastelander 4 mentioned it, which has more log traces and info popups on the matter 


If you know how to enable Papyrus logging, please go through the problematic sequence of events, share a Papyrus log with me, and we'll gain more insight. This will tell us if/when  MSMA requested a particular AAF scene to be stopped and the reason behind it.


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 it on and then these messages about scene interrupts 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.
The popup way not super ideal (the papyrus log is best) becouse if these popups go off on a black screen (like the one happening at the start/end of an AAF scene) then it will stall on the loading screen until you pres that okay button with enter, though you won't see the text....  but.... still better odds than not knowing anything.

 

Edited by MSM_Alice
Posted (edited)

@dannzzy @Wastelander4
Here is a different temp version put together specifically to catch this.


I put more explicit explanatory popups for AAF interrupts  (if you have the debug option with the popups on),  and also a added to new setting to the MSMA Debug settings page, called " AAF false-start Player Scene handling", allowing you to pick how you prefer MSMA to handle the edge case when the OnAnimationEnd for the player seems to arrive before OnAnimationStart, just in case that is indeed the cause for the animations being stopped prematurely.
 

  • : 0 - like before (Stop SexFight and also ask AAF to stop the current AAF scene involving the player)
  • : 1 - Stop just the SexFight layer, but do not ask AAF to also stop the AAF scene involving the player
  • : 2 - Do nothing (ignore the situation, and pretend all is well)

 

I also changed some things about how I am measuring the total length of Animation time, for the condition to exit Anim on Max SexFight time expired. 
Before, it was based on Gametime timers; now it is based on RealTime timers

MSMA_v0_7552.zip

Edited by MSM_Alice
Posted
12 hours ago, MSM_Alice said:

@dannzzy @Wastelander4
Here is a different temp version put together specifically to catch this.


I put more explicit explanatory popups for AAF interrupts  (if you have the debug option with the popups on),  and also a added to new setting to the MSMA Debug settings page, called " AAF false-start Player Scene handling", allowing you to pick how you prefer MSMA to handle the edge case when the OnAnimationEnd for the player seems to arrive before OnAnimationStart, just in case that is indeed the cause for the animations being stopped prematurely.
 

  • : 0 - like before (Stop SexFight and also ask AAF to stop the current AAF scene involving the player)
  • : 1 - Stop just the SexFight layer, but do not ask AAF to also stop the AAF scene involving the player
  • : 2 - Do nothing (ignore the situation, and pretend all is well)

 

I also changed some things about how I am measuring the total length of Animation time, for the condition to exit Anim on Max SexFight time expired. 
Before, it was based on Gametime timers; now it is based on RealTime timers

MSMA_v0_7552.zip 780.96 kB · 2 downloads

I had this same issue awhile ago, but could not find my comments on it and what resolved it.

Posted (edited)
5 hours ago, Mimirue17 said:

I had this same issue awhile ago, but could not find my comments on it and what resolved it.

I suspect it is something about that timing when It seems the OnAnimationStop event gets triggered before its own OnAnimationStart, but since I could never get this specific results to occur, I need it to get triggered on one of the builds that have all the log traces or the popups, to understand precisely want happens and sort it out in a more robust fashion.

Edited by MSM_Alice
Posted
20 hours ago, MSM_Alice said:

 

Hello!
Thank you for the feedback. 

Scenes should not be forced stopped on start with no  reason,  and there was someone else ( @Wastelander4 ) who also mentioned something like that a week or two ago; there might be a certain interplay with another mod that happens in some edge cases. 
I couldn't reproduce it on my tests, but then again, I might not have the mod in your modlist that is the triggering factor for this MSMA behavior. 


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 an 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 in this case MSMA asks AAF to stop all scenes involving any followers, as SexFight end effects are about to be applied, and the followers need to end their scenes too, and not keep the player waiting.
5 - You are in an 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 deeper look at it and share with me your findings. 

There is some monitoring functionality  I put together just for this particular purpose after Wastelander 4 mentioned it, which has more log traces and info popups on the matter 


If you know how to enable Papyrus logging, please go through the problematic sequence of events, share a Papyrus log with me, and we'll gain more insight. This will tell us if/when  MSMA requested a particular AAF scene to be stopped and the reason behind it.


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 it on and then these messages about scene interrupts 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.
The popup way not super ideal (the papyrus log is best) becouse if these popups go off on a black screen (like the one happening at the start/end of an AAF scene) then it will stall on the loading screen until you pres that okay button with enter, though you won't see the text....  but.... still better odds than not knowing anything.

 

this is part of the papyrus that i believe was ending the scene, not sure how to read it tbh

 

[07/14/2025 - 08:48:12PM] CumOverlay Debug: OnAnimationStop: grabbing Actors & Tags
[07/14/2025 - 08:48:12PM] CumOverlay Debug: AnimationStop tags: ["BP70", "F_M", "F_F", "2P", "Cunnilingus", "NOFURN", "FROMFRONT", "Neutral", "HELD1", "STIM1", "LOVE5", "DOM-3", "NULLTOSELF", "MOUTHTOVAGINA"]
[07/14/2025 - 08:48:12PM] error: Cannot access an element of a None array
stack:
    [MSMA_Bimbo_Min01 (43030A51)].msma:msma_min01bimbo.::remote_AAF:AAF_API_OnAnimationStop() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\MSMA_Min01Bimbo.psc" Line 2113
[07/14/2025 - 08:48:12PM] error: Cannot access an element of a None array
stack:
    [MSMA_Bimbo_Min01 (43030A51)].msma:msma_min01bimbo.::remote_AAF:AAF_API_OnAnimationStop() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\MSMA_Min01Bimbo.psc" Line 2113
[07/14/2025 - 08:48:12PM] error: Cannot access an element of a None array
stack:
    [MSMA_Bimbo_Min01 (43030A51)].msma:msma_min01bimbo.::remote_AAF:AAF_API_OnAnimationStop() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\MSMA_Min01Bimbo.psc" Line 2148
[07/14/2025 - 08:48:12PM] FPA: hasAggressiveTag False hasPlayerRapedMeta False hasConsensualMeta False hasPlayerRapistMeta False isRape False
[07/14/2025 - 08:48:12PM] MSMADEbug: A false start player AAF animation was detected. Its OnAnimationStop event seemed to have triggered before the OnAnimationStart event!
[07/14/2025 - 08:48:12PM] SCRS:Rescaling: Default Scale for Ref: [workshopnpcscript < (0D029720)>] = 0.999600
[07/14/2025 - 08:48:13PM] PVPK Debug: Running OnSceneEnd check
[07/14/2025 - 08:48:13PM] BLTC Debug: Running OnSceneEnd check
[07/14/2025 - 08:48:13PM] CMkz Debug: Running OnSceneEnd check
[07/14/2025 - 08:48:13PM] BLTC Debug: Animation playing on stop was BP70 Cunnilingus Staged
[07/14/2025 - 08:48:13PM] PVPK Debug: Animation playing on stop was BP70 Cunnilingus Staged
[07/14/2025 - 08:48:13PM] CMkz Debug: Animation playing on stop was BP70 Cunnilingus Staged
[07/14/2025 - 08:48:13PM] BLTC Debug: Animation had these tags: ["BP70", "F_M", "F_F", "2P", "Cunnilingus", "NOFURN", "FROMFRONT", "Neutral", "HELD1", "STIM1", "LOVE5", "DOM-3", "NULLTOSELF", "MOUTHTOVAGINA"]
[07/14/2025 - 08:48:13PM] CMkz Debug: Animation had these tags: ["BP70", "F_M", "F_F", "2P", "Cunnilingus", "NOFURN", "FROMFRONT", "Neutral", "HELD1", "STIM1", "LOVE5", "DOM-3", "NULLTOSELF", "MOUTHTOVAGINA"]
[07/14/2025 - 08:48:13PM] PVPK Debug: Animation had these tags: ["BP70", "F_M", "F_F", "2P", "Cunnilingus", "NOFURN", "FROMFRONT", "Neutral", "HELD1", "STIM1", "LOVE5", "DOM-3", "NULLTOSELF", "MOUTHTOVAGINA"]
[07/14/2025 - 08:48:13PM] BLTC Debug: No allowed oral or penetration tags found.
[07/14/2025 - 08:48:13PM] PVPK Debug: hasConsensualMeta: False, hasPlayerRapedMeta: False, hasPlayerRapistMeta: False
[07/14/2025 - 08:48:13PM] CumOverlay Debug: Attempting to apply overlays.
[07/14/2025 - 08:48:13PM] PVPK Debug: Found and temporarily disabled ghost status.
[07/14/2025 - 08:48:13PM] CumOverlay Debug: Looping to apply female overlays.
[07/14/2025 - 08:48:13PM] CMkz Debug: No valid actors to supply cum.
[07/14/2025 - 08:48:13PM] CumOverlay Debug: Looping through actors, Actor#1
[07/14/2025 - 08:48:13PM] CumOverlay Debug: Female overlay loop done.
[07/14/2025 - 08:48:13PM] CumOverlay Debug: Attempted to apply 0Overlays.
[07/14/2025 - 08:48:13PM] CumOverlay Debug: Overlay loops done.
 

Papyrus.0.log

Posted
18 hours ago, MSM_Alice said:

@dannzzy @Wastelander4
Here is a different temp version put together specifically to catch this.


I put more explicit explanatory popups for AAF interrupts  (if you have the debug option with the popups on),  and also a added to new setting to the MSMA Debug settings page, called " AAF false-start Player Scene handling", allowing you to pick how you prefer MSMA to handle the edge case when the OnAnimationEnd for the player seems to arrive before OnAnimationStart, just in case that is indeed the cause for the animations being stopped prematurely.
 

  • : 0 - like before (Stop SexFight and also ask AAF to stop the current AAF scene involving the player)
  • : 1 - Stop just the SexFight layer, but do not ask AAF to also stop the AAF scene involving the player
  • : 2 - Do nothing (ignore the situation, and pretend all is well)

 

I also changed some things about how I am measuring the total length of Animation time, for the condition to exit Anim on Max SexFight time expired. 
Before, it was based on Gametime timers; now it is based on RealTime timers

MSMA_v0_7552.zip 780.96 kB · 3 downloads

I downloaded the update and it still auto ends scenes but with the new AAF false start player scene handling turn on to "2" the scenes will now play out correctly it appears.

Posted (edited)
5 hours ago, dannzzy said:

I downloaded the update and it still auto ends scenes but with the new AAF false start player scene handling turn on to "2" the scenes will now play out correctly it appears.

Thank you so much for giving me the log.
Definitely getting warmer, I know what to investigate now.

For sure the trigger was the detector of OnAnimtionStop being triggered before OnAnimationStart, that maybe needs a reimplementation.  If it happened once, then some variable wouldn't get reset next time and it would keep thinking it had detected that for every other animation.
It might happen on short animations that might have their duration in the XML different than what they actually have on disk. 

Please if you can Also give me a log from the latest update. 
In there if you can also, regarding the new  "AAF false start player scene handling"  setting 


Run a scene with that setting on 2. 
Run a scene with that setting on 1.  ( here the AAF animation would work, but the sexfight should be turned off during its length)
Run a scene with that setting on 0.

And send me the new log and let me know what happens in each case. 

I am also seeing some other non-critical issues that I could address for instance, for playthrough where NukaRide is not installed, I need to make sure I am lot looking for Nuka Ride specific keywords on clothing at all.
Thank you so much for sending in the log, it helps me so much to improve this mod's scripts.

 

Until I release a new version, if you do not have problematic animations in your build (different length on disk than in their XML) , you can just play with that debug setting on 2, and MSMA will not make any attempt to detect and correct that edge case ( but if the edge case DOES happen, specifically on 7552 no sex stats will be accumulated at the end, and sex stat tracing might be inaccurate).

Edited by MSM_Alice
Posted (edited)
12 hours ago, dannzzy said:

I downloaded the update and it still auto ends scenes but with the new AAF false start player scene handling turn on to "2" the scenes will now play out correctly it appears.

@dannzzy
@Wastelander4

I've put together a new version, based on the findings from Dannzzy's papyrus log. Please test when you can. 
In theory, it should all be good in all situations 
 

That new "AAF false start player scene handling" debug setting should stay on 2, which is it's default value on a new game now.

Sex stats should be tracked correctly now, even if that setting is on 2.
 

MSMA_v0_7553.zip

Edited by MSM_Alice
Posted (edited)

I've tested 0.7553 a bunch, both on OG and NG. No weirdness. I think it is good enough to go on the main page

 

0.7553

 

Mid-playthrough install should be okay. 

  • Fixed the treatment for an edge case for problematic AAF start, which, in certain circumstances and combined with certain other mods, was creating its own edge case. could have been causing all AAF animations to be auto-cancelled shortly after starting. It should be addressed now. 
  • Put a bunch more log traces that can be activated to detect various edge cases around SexFfight activation/deactivation.
  • Auto exit Sexfight when all NPCs are cooked option works just a bit differently. 0 is still off.  At 1, it still autoexits when all NPCs have had a para/frenzy tier orgasm, and 2 still exits when all have had a death tier orgasm. However, now, if it is set on two if the player is a bimbo of level 0 or 1 (a bimbo which does not have access to kill by orgasm yet), then the autocooker, even if set on 2, will auto exit on the lower tier orgasms, (just as if it were set on 1). Then, after you level up to level 2+,  it works on death tier orgasm only.
  • Various other small fixes and optimisations

 

Edit I did not have time to add in the lastest batch of music in just yet :).  Just the fixes above :)

Edited by MSM_Alice

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