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Posted (edited)

Upon further testing today I found some quirks with the new tattoo system, I might have been applying the ridiculous tattoos also on non aggressive animations in certain conditions.

Cooking a patch right now...
Realized I am not a fan of the combined slider approach I took for apply chance for " before"  and " after" cases. 
Will have separate chance sliders in the MCM for each. 

Edited by MSM_Alice
Posted (edited)



Will test some more before uploading.

Edit:  0.7670  is up on the main page, should be okay. 

 

  • Separate MCM chance settings for ridiculous tattoos on start of AAF animation and tattoos on end of AAF animations.
  • No more accidental applying of tattoos on start of each animation of a Violate chain sequence (only on start of the very first Anim, and on end of the very last Anim)
  • Setting for the mod to only apply the ridiculous tattoos when an aggressive event is detected (aggressive animation OR AAF Violate initiated animation), or just any AAF animation with the player.
  • Separate new hotkey for death consequence (in sexfight) to be toggled on and off without having to go in the implant menu.
  • a bit more more granular notifications on ridiculous tattoo application.
  • note that additional ridiculous tattoos/body overlays applied by other mods (TatsAfterRape) are not seen/managed by MSMA at all, and have no MSMA gameplay effects. 

 

Edited by MSM_Alice
Posted
3 hours ago, MSM_Alice said:



Will test some more before uploading.

Edit:  0.7670  is up on the main page, should be okay. 

 

  • Separate MCM chance settings for ridiculous tattoos on start of AAF animation and tattoos on end of AAF animations.
  • No more accidental applying of tattoos on start of each animation of a Violate chain sequence (only on start of the very first Anim, and on end of the very last Anim)
  • Setting for the mod to only apply the ridiculous tattoos when an aggressive event is detected (aggressive animation OR AAF Violate initiated animation), or just any AAF animation with the player.
  • Separate new hotkey for death consequence (in sexfight) to be toggled on and off without having to go in the implant menu.
  • a bit more more granular notifications on ridiculous tattoo application.
  • note that additional ridiculous tattoos/body overlays applied by other mods (TatsAfterRape) are not seen/managed by MSMA at all, and have no MSMA gameplay effects. 

 

patch does require a new start - was crashing on leaving sanctuary.   Fresh start fixed this with no changes to load order.   Here is the Papyrus, 2 tats were applied during this scene.   I did not change any settings for tats so whatever is standard would apply.

 

Papyrus.0.log

Posted (edited)
51 minutes ago, Mimirue17 said:

patch does require a new start - was crashing on leaving sanctuary.   Fresh start fixed this with no changes to load order.   Here is the Papyrus, 2 tats were applied during this scene.   I did not change any settings for tats so whatever is standard would apply.

 

Papyrus.0.log 183.97 kB · 0 downloads

Hmm.. it is a bit odd, there shoudn;t be things that are that dramatic

Do you also have a crash log?

Edited by MSM_Alice
Posted

Just started with a new playthrough with this mod.
I can see that this mod becoming the next Nuka Ride/Commonwealth slaver level mod.
Kudos to the author, amazing bgm as well!

Posted (edited)
4 hours ago, Mimirue17 said:

Thank you.

Looking at them looks like a direct3D render related thing. not sure how the dominos would fall for it to be directly corrected too this patch, but I will put a recommendation on this last version that a new version is strongly encouraged in case of any instability.

Maybe a buffout4 specific log would tell more.

Edited by MSM_Alice
Posted (edited)
47 minutes ago, Hellovvorld said:

Just started with a new playthrough with this mod.
I can see that this mod becoming the next Nuka Ride/Commonwealth slaver level mod.
Kudos to the author, amazing bgm as well!

Thank you so much! 

The gameplay mechanics phase is rather close to being done, I think this ridiculous tattoos functionality is the last big one for prelude. Of course there will be more fine tuning, but the big elements I think are all there. 
Now I will probably start shifting away from gameplay mechanics for emergent gameplay,  to  building the actual mod-specific story and quests/dialogues driven content and  the new locations (Extra Planar tribunal, De-bimbo School, and a first iteration of SJ's encampment and dildo factory).
 
As I mentioned yesterday on Discord, Mister SJ has been repairing/looking for parts for that car for almost half a year now.
 

Edited by MSM_Alice
Posted (edited)

Actually I might be not entirely accurate with that assessment, there is something about make-up and hair that I hope I will still add in the base mechanics :D.
We'll see if i do that now of if i wait until act2.

But it is also important to tighten the current dialogue experience and make the conversations more believable, and make the characters feel more fleshed out as feel as they are building a relationship of sorts with the player and vice versa,... not just as carboard cutouts serving as backdrop for engaging in smutty scenes xD.

There's also a lot polish like  small transition " glitches" or "bareness" in various phases/cutscenes/menus that could be improved / made smoother with some fade to blacks and/or sound effects.  And figuring out custom camera angles for key moments. 

Edited by MSM_Alice
Posted

is the bimbofication quest about bimbofying the player or can be used for npcs or companions? I mostly play male characters so i was wondering if I should make a female one for the questline.

Posted (edited)
29 minutes ago, espguy said:

is the bimbofication quest about bimbofying the player or can be used for npcs or companions? I mostly play male characters so i was wondering if I should make a female one for the questline.

Hello!

For now this is a mod for the player as a female. 


While I haven't ruled out making it work for a male player or for NPC bimbofication in some way, it will likely only come after the story mode for the female player is done. To do it properly it is different morph names, different overlays, different voices/dialogues/story/stats.

 

 

I guess If I was to do something right now, I could do a "cheapshot" transformation at the very start, basically as you talk to Misty, if the player is male she can  "make player female" , (essentially prompt the player to open up looksmenu and change their sex, and can' t progress until they do)  (If I can' t force do it from the script myself) . But I dunno. seems like too much of a cheapshot, if someone really wants that,  they can do that on their own before talking with Misty. 

Maybe I should just have Misty detect if the player is male or female, and  if male deal with that in dialogue saying "I can only talk to you if you are a girl. *cough* Looks Menu Sex Change *cough*"

Edited by MSM_Alice
Posted (edited)

Tested some high level bimbo playthroughs and was getting a bit miffed that in Violate,  while all synths, humans and non-feral ghouls are all human-animation compatible,  the combat surrender scenario does not seem to want to allow all of them to go in the same gangbang together, and forces them to be separated in scenes by race. (Synths actually never do any kind of gangbang, they don' t even like each other, let alone mixing with humans or ghouls!). 
 

I made a quick patch for the the FPV_OnHit AAF Violate script to address that (just needs to overwrite one script) so they all can come together (pun intended). 
Let me know if it works for you.
Only for Violate 1.61 (latest version at the time of this post) 
 

Kellog and his two synths for instance,   should now have no problem doing a fourthsome with the player with this patch.
Same with the triggerman ghouls and triggerman humans,  during Valentine's rescue, they no longer need stay separate now.
 

Two version one compiled for debug another for release, use whichever want you like (not both). 
Source script too, look for MSMA to see the exact changes made. It is not the most elegant approach, but  I wanted to only change one file, in one place if possible, not mess with the content of the race arrays in the Violate ESP :), as that seemed intrusive and might have had rippling effects.
Zip can be installed with any mod manager I think.

 

MSMA_Violate_1_61_patch_DiversifiedGroupsex_DebugCompiled.zip MSMA_Violate_1_61_patch_DiversifiedGroupsex_ReleasedCompiled.zip

 

Tested and it works, Kellog and his two Synths really thought that if they ganged up, they had more of a shot.
 

image.thumb.png.a604023104b1154b7bbff121bdf3f068.png

Edited by MSM_Alice
Posted (edited)

I have encountered one issue with NAF now, the High Headcount animations won't validate, but are present in both the AAF folder with Indarello's animation patch.  The Indarello files are not being overwritten by anything and are present in the NAF positiondata.xml after they are converted to NAF compatible .xml files.  I did confirm that the 10 person gangbang is in and working, but no matter what MSMA MCM won't detect it.

 

image.thumb.png.a87daec02335ff257557f87fdf5578cb.png

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

I have encountered one issue with NAF now, the High Headcount animations won't validate, but are present in both the AAF folder with Indarello's animation patch.  The Indarello files are not being overwritten by anything and are present in the NAF positiondata.xml after they are converted to NAF compatible .xml files.  I did confirm that the 10 person gangbang is in and working, but no matter what MSMA MCM won't detect it.

 

image.thumb.png.a87daec02335ff257557f87fdf5578cb.png

Hello

For the high headcount anims detected  status in the MSMA MCM  to be on/True/Detected/ Working order or how you want to call it,  , it means 6P ,7P ,8P ,9P anims ALL have be there (it actually looks specifically for the 7P one, because if that is in, odds are the Indarello patch is correctly deployed and the rest are in too)

The checker does not look for the 10P one, as that's assumed to be there as soon as you have installed the Savage Cabbage Pack. But it alone is not enough to cover all the AAF Violate cases.



Maybe something  happens when you convert to NAF-compatible XML files, and they get lost on the way. 

Edited by MSM_Alice
Posted
34 minutes ago, MSM_Alice said:

Maybe something  happens when you convert to NAF-compatible XML files, and they get lost on the way. 

It's the only one available for 7P(1F,6M) in NAF.image.thumb.png.e54ddac10cc3244c309d1e0f38bdfc2c.png

Posted (edited)
25 minutes ago, rilieAP said:

It's the only one available for 7P(1F,6M) in NAF.image.thumb.png.e54ddac10cc3244c309d1e0f38bdfc2c.png


Then it means the animation validation method that I use and works for AAF,  does not work for NAF.


I do not formally support NAF, but if you just want to bypass that check and manually set it to true you need to do 2 things: 
1. Stop the animation presence re-checker from re-running each time you load a game (there is button in MCM to stop that) 

 

2. In the game console
Set MSMA_Validated_ScAnim6Plus  to 1.0
Save.
On load it should show as validated,  and it shouldn't get re-set to 0 as long as you do not tell the validator to run again on game load. 

Or just set that setting in the screenshot below to 2, instead of 1  so it does not require anim validation anymore. Forgot I had already put that in. :D

image.thumb.png.b3f0527b466ec8a2a143834afd63f7ae.png

Edited by MSM_Alice
Posted

Here is the tattoo excel file, I think I got what you needed done.  I did add some extra detai ls as well on some locations, like which breast or thigh it is on, but I don't know if you need that or can use it at all.

IDs, Resources.7z

Posted (edited)

New version up.


ChangeLog

0.7680 - here I would recommend a new playthrough because the difficulty ramping has been modified. 

  • touched up the voices a bit, corrected some typos, Marina articulates SJ's name better now.
  • added a story explanation (in dialogue too) on why Wedge and team suddenly get tougher/ more difficult to sexfight, when things get to building the antenna.
  • Added an additional effect of Marina normal tattoos, aside improving the looks score:.  Marina's tattoos (if applied) have a " protection from gangbang " effect on violate encounters (larger effect at smaller bimbo levels, smaller effect at higher bimbo levels)  which can be particularly important at the start where the player is really weak and can' t really sexfight correctly through gangbangs. T
  • Enemy placed ridiculous tattoos have the opposite effect,   they increase the chance of gangbang scenes. The effect is progressive (as the ridiculous tattoos cover the "nice"  tattoo more and more). They  still have the handicap mitigation effect to, so they are a mixed blessing.  
  • Hypersexual gear is more important now (sexfight will a bit be more difficult without it)
  • changed what happens in gangbangs with the actors who are not " in focus" that is, actors who are not the actor who is issuing the current sexfight  challenge.  Before, enemies who were not involved in an active challenge, would evolve their arousal and pleasure normally. Now, if an actor gets " ignored" for more then 10-15 seconds, its pleasure starts dropping  at first slowly, then at an accelerated level.  For one on one scenes, or even threesome this shouldn't be that much of a huge deal, but when dealing with more partners, things get tougher, as getting everyone to high level pleasure will be a bit more difficult.  This opens the door also to various bimbo skills that control who is sending the challenge from he group that the bimbo is interacting with., allowing for a strategy in how this is approached. Right now the only mode of enemy issuing challenges was "random picked enemy" . There will be more modes, enabled by learnable " bimbo mantras" :
    • - cycle enemies  (instead of random, ensuring none of them are ignored for an extended period of time)
    • - focus on one until cooked , then never again
    • - focus on easiest
    • - focus on toughest. 
  • - Added more topics to player's " brunch" conversations with Marina, where she goes over the new tattoo gameplay implications
Edited by MSM_Alice
Posted (edited)

New test version. 0.7690
( should be good for a mid-game update from 0.7680

  • Has Option for abusive  tattoos to also be placed on mid-scenes in Violate (not just start of first scene and end of last). 
  • Has option for abusive tattoos to be placed not based on a flat chance, but on a base value  plus an additive chance per aggressor (all aggressors should count in violate)
  • Added the 104  BBC raider set tattoos from Captive Tatoos to the pool that the abusive tattoo system uses,  and added option in MCM to use that set instead of the regular raider set @rilieAP thank you for helping with the tags.
  • Completed the face make-up mess-up system, it triggers on orgasm or on sex scene with oral tag. (can also work as a standalone, but also is (in theory) fully compatible with NR's own system).  It checks every once in a (long) while  for particular face tint names to see if they are present, and it updates status correctly whether they were added by MSMA or another mod . Also updates clean status correctly, whether they were removed by  MSMA napkins or in some other way (shower, NR napkins, console command). 


    Things to look for: I had this happen  a random instance after a violate scene at Corvega, the player remained stuck in some form of vertical falling loop and cold not move around. 
    Didn't happen again today, but it did happen once more yesterday. not sure what could be the cause, not sue if related to MSMA ( very unlikely), or other mods I was trying at the time.
     Let me know if you see that / know anything about it.

MSMA_v0_7690.zip

Edited by MSM_Alice
Posted

Dear @MSM_Alice I really like this mod!
I think it could be a cool feature if, as the level increases, there were some facial expressions, or for example, at higher arousal levels you could hear things like faster breathing, soft moans, nipples becoming erect, etc. I’m not sure how easy it would be technically to add some idle poses, but it would give a nice sense of progression.
And even though I’m not entirely a fan of it myself, I think some giggles triggered by certain events could also be interesting :3

Posted

I was on  7670, and got an incident with some raiders as a lvl2 that ended with a normal in handcuffs violate ending and the message "desync in death array" or similar. 

 

I run a very large modlist, so this is probably my end, but what does this indicate so I can do some tracking. 

 

 

Posted (edited)
3 hours ago, Nuka Cherry said:

I was on  7670, and got an incident with some raiders as a lvl2 that ended with a normal in handcuffs violate ending and the message "desync in death array" or similar. 

 

I run a very large modlist, so this is probably my end, but what does this indicate so I can do some tracking. 

 

 

Thank you for testing and reporting.
That is a message i have put there to show when an elusive situation is happening.
The mod should be able to self correct on the next scene, but it shouldn't happen in the first place. 
If you can give me the papyrus log from that session,  we might know more. 


That desync message tells me there  is an edge case, where either
1. Somehow some aggressors in violate join the queue/sequence mid-way (and they probably / weren't there at the start).
OR 
2. The previous violate sequence ended abnormally (aggressors were attacked perhaps)  and the scene interrupted with them being in the punish/death array, but they weren' t being punished., and the array was not emptied, so the next scene started with an array already half populated. I however also do a parallel count from 0 each scene,  (hence the de-sync.  The parallel count, and the array size weren't in sync.


I already put some check to treat those edge cases in 7680 and 7690, ( force resetting the array at the start of each new scene, not only at the end of the previous one, post punish) , so there there are already have more checks around that issue. 
Would be interesting if you can get that to repro on 7680 and 7690, that would tell me more.

Edited by MSM_Alice
Posted
4 hours ago, skyrimfet said:

Dear @MSM_Alice I really like this mod!
I think it could be a cool feature if, as the level increases, there were some facial expressions, or for example, at higher arousal levels you could hear things like faster breathing, soft moans, nipples becoming erect, etc. I’m not sure how easy it would be technically to add some idle poses, but it would give a nice sense of progression.
And even though I’m not entirely a fan of it myself, I think some giggles triggered by certain events could also be interesting :3

If there are standard morphs in Fusion girl and CBBE for erect nipples I for sure could activate them.  In certain conditions. 

Posted (edited)

here is the papyrus for my 1st run with 680.   Involves the 4 raiders near vault 111 who are my test subjects each play through :P

 

Edit: Updated windows 11 to latest version, reinstalled/updated AMD chipset and Adrenaline drivers before this run.

 

Papyrus.0.log

Edited by Mimirue17
Posted
2 hours ago, MSM_Alice said:


That desync message tells me there  is an edge case, where either
1. Somehow some aggressors in violate join the queue/sequence mid-way (and they probably / weren't there at the start).
OR 
2. The previous violate sequence ended abnormally (aggressors were attacked perhaps)  and the scene interrupted with them being in the punish/death array, but they weren' t being punished., and the array was not emptied, so the next scene started with an array already half populated. I however also do a parallel count from 0 each scene,  (hence the de-sync.  The parallel count, and the array size weren't in sync.

 

Ahha, that explains it. The violate incident coincided with a combat stalkers (SKK mod) spawn of a raider patrol. Thanks, that is easy to ignore as it is unlikely to happen.

 

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