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Posted (edited)
4 hours ago, MSM_Alice said:

Will take another look, but as far as I can tell, that message combo should only be possible when:


a. The mod had started normally (the exit from Voult 111 detection that it says it already happened, normal one or SMU flavoured exit,  and the same thing should have also already started the main sexfight quest).
b. something else mysterious had force-stopped its main sexfight quest in the meantime, or prevented its initial popups from firing in the first place (the ones that ask for various permissions and age checks).  If those message pop-ups don't fire, and if the mod does not receive bespoke user permission to start, then it cannot and will not start, forced or otherwise.

In the absence of more information about what that mysterious force that has force-stopped the main quest might be, Mimirue's advice might be the best way to proceed. I have just added that to the main page description.

 

This is driving me nuts. Mimirue's suggestion had no effect. I figured there might be some loose files I might have missed, so I uninstalled, scrubbed the folder and reinstalled, then only installed UFOP and the prerequisites and soft requirements on the mod's DL page, as well as Nuka Ride and it's requirements, but it's still kicking out that error. The main files are pre-NG, ofc.

 

*bangs head on desk*

Edited by CrantiusColto
Posted (edited)
22 minutes ago, CrantiusColto said:

 

This is driving me nuts. The Mimirue's suggestion had no effect. I figured there might be some loose files I might have missed, so I uninstalled, scrubbed the folder and reinstalled, then only installed UFOP and the prerequisites and soft requirements on the mod's DL page, as well as Nuka Ride and it's requirements, but it's still kicking out that error. The main files are pre-NG, ofc.

 

*bangs head on desk*

I'll take a look at those conditions that trigger those error messages when I get back to my modding PC to see if there's anything I can figure out from what's happening there.
If you can offer any extra context about your setup (modlist, start-up sequence, papyrus log), that will probably be useful in the investigation.
In a vacuum, my main suspect would be some UI mod blocking those start-up permission popups from firing.



If you turn Startup extra notification on in the MSMA debug options, the papyrus log will likely have a bunch of specific info that will help with the detective work.

These: 
"

MSMA: ForceStart MSMA had been called, but the exit from vault 111 had been detected already.

Critical Error: The main Sexfight quest was found stopped when it should have been running.

"
 

Are the kind of messages one would get the second time they press the "Forcestart" button (the mod was already force-started) , not the first time,
as when something else more mysterious had either blocked the initialization process stopped that main sexfight quest right after starting.

What values does your "MSMA_DBG_StartedMain" global variable currently have?
If on 1 means the Main quest was Debug-started attempted already, and as part of that, the main quest should have been also force-started already, and there is no reason for it to be found stopped., UNLESS all start-up UI popups were somehow blocked.
 

Edited by MSM_Alice
Posted
11 minutes ago, MSM_Alice said:

I'll take a look at those conditions that trigger those error messages when I get back to my modding PC to see if there's anything I can figure out from what's happening there.
If you can offer any extra context about your setup (modlist, start-up sequence, papyrus log), that will probably be useful in the investigation.
In a vacuum, my main suspect would be some UI mod blocking those start-up permission popups from firing.



If you turn Startup extra notification on in the MSMA debug options, the papyrus log will likely have a bunch of specific info that will help with the detective work.

 

Spoiler

*Unofficial Fallout 4 Patch.esp
*XDI.esm
*lnrLMFO4AllInOne-AdditionalPubicHairOverlays.esl
*BodyTalk3-RaiderNormalsFix.esl
*porcPubes.esl
*AAF.esm
*AAFThemes.esl
*KziitdFetishToolset.esm
*TortureDevices.esm
*Nuka Ride.esp
*StartMeUp.esp
*Nuka Ride - Start Me Up Patch.esp
*VtawGothicDressNe.esp
*AVilas_CHAKPack.esp
*LooksMenu.esp
*SFT.esp
*Atomic Lust.esp
*Satisfactory Facial Piercings.esp
*NezzarUltimateCollection.esp
*HN66Fo4_TRS.esp
*HN66Fo4_EasyGirl_BS.esp
*ZaZOut4.esp
*RZSex.esp
*RealHandcuffs.esp
*AAF_BadEnd_Animations.esp
*Piercing collection by MAIBATSU.esp
*HBD_DressBox.esp
*FusionGirl.esp
*dcc-bp-lol.esp
*KziitdAnimationPoses.esp
*SlaveTattoos.esp
*rxl_bp70_animations.esp
*KaoruBadDragon01.esp
*SavageCabbage_Animations.esp
*ComMoisturizer.esp
*Crazy_Animation_Rugs.esp
*FO4_AnimationsByLeito.esp
*Outfit Of Hookers.esp
*FPAttributes.esp
*Vioxsis_Strap-Ons.esp
*Tone_OverQueen.esp
*StartMeUpNukaWorldPatch.esp
*StartMeUpShaunDefaultAppearance.esp
*MSMA_Sexual_Journey.esp

 

Not entirely sure what you mean by startup sequence, but it's F4SE (pre-NG), then it calls up the Dom/Sub menu, Fetishes, AAF's messages, Real Handcuffs, etc. I'm not running any CC files ATM. 

 

And my most recent Papyrus log.

 

Papyrus.0.log

Posted (edited)
21 minutes ago, CrantiusColto said:

 

  Reveal hidden contents

*Unofficial Fallout 4 Patch.esp
*XDI.esm
*lnrLMFO4AllInOne-AdditionalPubicHairOverlays.esl
*BodyTalk3-RaiderNormalsFix.esl
*porcPubes.esl
*AAF.esm
*AAFThemes.esl
*KziitdFetishToolset.esm
*TortureDevices.esm
*Nuka Ride.esp
*StartMeUp.esp
*Nuka Ride - Start Me Up Patch.esp
*VtawGothicDressNe.esp
*AVilas_CHAKPack.esp
*LooksMenu.esp
*SFT.esp
*Atomic Lust.esp
*Satisfactory Facial Piercings.esp
*NezzarUltimateCollection.esp
*HN66Fo4_TRS.esp
*HN66Fo4_EasyGirl_BS.esp
*ZaZOut4.esp
*RZSex.esp
*RealHandcuffs.esp
*AAF_BadEnd_Animations.esp
*Piercing collection by MAIBATSU.esp
*HBD_DressBox.esp
*FusionGirl.esp
*dcc-bp-lol.esp
*KziitdAnimationPoses.esp
*SlaveTattoos.esp
*rxl_bp70_animations.esp
*KaoruBadDragon01.esp
*SavageCabbage_Animations.esp
*ComMoisturizer.esp
*Crazy_Animation_Rugs.esp
*FO4_AnimationsByLeito.esp
*Outfit Of Hookers.esp
*FPAttributes.esp
*Vioxsis_Strap-Ons.esp
*Tone_OverQueen.esp
*StartMeUpNukaWorldPatch.esp
*StartMeUpShaunDefaultAppearance.esp
*MSMA_Sexual_Journey.esp

 

Not entirely sure what you mean by startup sequence, but it's F4SE (pre-NG), then it calls up the Dom/Sub menu, Fetishes, AAF's messages, Real Handcuffs, etc. I'm not running any CC files ATM. 

 

And my most recent Papyrus log.

 

Papyrus.0.log 31.83 kB · 0 downloads

That log shows that none of the MSMA scripts are loading (aside the very basic MCM one at the start).
Are you missing Violate? It is a hard requirement, not seeing  AAF_Violate.esp  in that list.
I think this the culprit, add that in and it should be okay .. probably :D

Edited by MSM_Alice
Posted (edited)

This shows that none of the script load/are validated, likely cause because FPV_Onhit ( From AAF Violate) is missing, and it is a hard requirement.

I'll update my simple MCM validator script to be more adamant about Violate plugin being present/ loaded in the future.


[08/18/2025 - 05:41:32AM] Cannot open store for class "fpv_onhit", missing file?
[08/18/2025 - 05:41:32AM] Error: Unable to link type of variable "FPV_Script" on object "msma:msma_dkas"
[08/18/2025 - 05:41:32AM] Error: Unable to link types associated with function "LoadFPV" in state "" on object "msma:msma_dkas".
[08/18/2025 - 05:41:32AM] Error: Unable to link types associated with function "::remote_FPV_OnHit_Vin_Event_Resume" in state "" on object "msma:msma_dkas".
[08/18/2025 - 05:41:32AM] Error: Unable to link types associated with function "::remote_FPV_OnHit_Vin_Event_Suspend" in state "" on object "msma:msma_dkas".
[08/18/2025 - 05:41:32AM] Cannot open store for class "fpv_mcm_script", missing file?
[08/18/2025 - 05:41:33AM] Error: Unable to link type of variable "::DKAS_var" on object "msma:msma_sfsoundmanager"
[08/18/2025 - 05:41:33AM] Error: Unable to link type of property "DKAS" on object "msma:msma_sfsoundmanager"
[08/18/2025 - 05:41:33AM] Error: Unable to link type of variable "::MSMA_SFSoundManager_var" on object "msma:msma_main"
[08/18/2025 - 05:41:33AM] Error: Unable to link type of variable "::DKAS_var" on object "msma:msma_main"
[08/18/2025 - 05:41:33AM] Error: Unable to link type of variable "FPV_Script" on object "msma:msma_main"
[08/18/2025 - 05:41:33AM] Error: Unable to link type of property "MSMA_SFSoundManager" on object "msma:msma_main"
[08/18/2025 - 05:41:33AM] Error: Unable to link type of property "DKAS" on object "msma:msma_main"
[08/18/2025 - 05:41:33AM] Error: Unable to link types associated with function "LoadFPV" in state "" on object "msma:msma_main".
[08/18/2025 - 05:41:33AM] Error: Unable to link types associated with function "::remote_FPV_OnHit_Vin_Event_Resume" in state "" on object "msma:msma_main".
[08/18/2025 - 05:41:33AM] Error: Unable to link types associated with function "::remote_FPV_OnHit_Vin_Event_Suspend" in state "" on object "msma:msma_main".
[08/18/2025 - 05:41:33AM] Error: Unable to link type of variable "::MainMSMAQuest_var" on object "msma:msma_cravingmanager"
[08/18/2025 - 05:41:33AM] Error: Unable to link type of property "MainMSMAQuest" on object "msma:msma_cravingmanager"
[08/18/2025 - 05:41:33AM] Error: Unable to link type of variable "::MainMSMAQuest_var" on object "msma:msma_playerinvmngmt"
[08/18/2025 - 05:41:33AM] Error: Unable to link type of property "MainMSMAQuest" on object "msma:msma_playerinvmngmt"
[08/18/2025 - 05:41:33AM] Error: Unable to link type of variable "::MainMSMAQuest_var" on object "msma:msma_bimbomusic"
[08/18/2025 - 05:41:33AM] Error: Unable to link type of property "MainMSMAQuest" on object "msma:msma_bimbomusic"
[08/18/2025 - 05:41:33AM] Error: Unable to link type of variable "::MainMSMAQuest_var" on object "msma:msma_bimbotextstrings"
[08/18/2025 - 05:41:33AM] Error: Unable to link type of property "MainMSMAQuest" on object "msma:msma_bimbotextstrings"
[08/18/2025 - 05:41:33AM] Error: Unable to link type of variable "::MainMSMAQuest_var" on object "MSMA:MSMA_MarinaDoorbell"
[08/18/2025 - 05:41:33AM] Error: Unable to link type of property "MainMSMAQuest" on object "MSMA:MSMA_MarinaDoorbell"
[08/18/2025 - 05:41:33AM] error: Unable to bind script msma:msma_main to MSMAMysteriousScientistDialogue (29001ED5) because their base types do not match
[08/18/2025 - 05:41:33AM] error: Unable to bind script msma:msma_bimbomusic to MSMA_MusicBimbo (290035BA) because their base types do not match
[08/18/2025 - 05:41:33AM] error: Unable to bind script msma:msma_dkas to MSMA_DeferredKillAfterSex (2900A914) because their base types do not match
[08/18/2025 - 05:41:33AM] error: Unable to bind script msma:msma_cravingmanager to MSMA_CravingsManager (2900E1F4) because their base types do not match
[08/18/2025 - 05:41:33AM] error: Unable to bind script msma:msma_sfsoundmanager to MSMA_SFSoundManager (29011113) because their base types do not match
[08/18/2025 - 05:41:33AM] error: Unable to bind script msma:msma_bimbotextstrings to MSMA_BimboIStringsManager (29020EE0) because their base types do not match
[08/18/2025 - 05:41:33AM] error: Unable to bind script MSMA:MSMA_MarinaDoorbell to  (2900654F) because their base types do not match
 

Edited by MSM_Alice
Posted (edited)

That was it! Thankyouthankyouthankyou! 😺😺😺

 

Edit: I actually meant to quote the part about not having Violate, heh.

Edited by CrantiusColto
Error
Posted (edited)

Updated Roadmap to Prelude 1.0 is , modified a bit.

It is like so 

  1.  MSMA Restraints Manager  Module (an integrated way to deal with Devious Devices, KFT, RH,  (potentially also Curse Collar and Fetish Dreams  and Commonwealth Plugs too) situations
    1. 1. Better Living through Cumistry integration ( if doing the support for Curse  Collar and Fetish Dreams, and the cum consumption premise of that mod might as well extend it to this one, too).
  2.  Support for Hairdoos Hologram selector at Marina.
  3.  Since Hairdoo colors and make-up seems can only be done via Looksmenu, manually ( not automatically via s script), so it will have just a stub at Marina letting you know that's how one has to set it up, and set a flag that "it is done". 
  4. Actual physical place for the De-Bimbo School, and some simple dialogue for the repeatable De-Bimbo School base event/base visit.
  5. Moving a few appropriate notifications like Bimbo's random thoughts, or the difficulty warnings on sex start form, being a mere text notification to being internally spoken monologue lines using the Dialogue system, so they are narrated as if unfolding in the player's head. 
  6. Adding Marina reactions to player status changes, on subsequent visits, and more topics for Marina brunches. 
  7. Testing and bugfixing, tweaks.  
  8. Fine-tune and polish scenes/camera angles/fade-outs/fade-ins/typos/tweaking dialogue lines
  9. More Testing and Bugfixing.
Edited by MSM_Alice
Posted
5 hours ago, MSM_Alice said:

Thank you.  Well, there are plenty of other piercings I can ( and have) put in the catalogue, but it seems some people specifically want those, if they have NR installed :D .
So as long as they have NR installed, with your blessing, I'll make them available.

I'll call them replicas in Marina's catalog, though,  to differentiate from the original.
"NR Overboss piercing replica." or something 

Well Sadly I do not run NR with this mod, so will not be able to obtain them - and as body piercing are higher bimbo level items (trying to stay at 1) I would not be able to get them anyways....(I would not use this while playing NR and hate to install a heavy mod like NR just for outfits - is prefer modular ones to maximize weaves/effects)

Posted
2 hours ago, Mimirue17 said:

Well Sadly I do not run NR with this mod, so will not be able to obtain them - and as body piercing are higher bimbo level items (trying to stay at 1) I would not be able to get them anyways....(I would not use this while playing NR and hate to install a heavy mod like NR just for outfits - is prefer modular ones to maximize weaves/effects)

There are some body piercings currently in that are level 0 or perhaps level 1, for sure.  

Posted
1 hour ago, MSM_Alice said:

There are some body piercings currently in that are level 0 or perhaps level 1, for sure.  

navel piercing is only one available level 2 or lower.

Posted
7 hours ago, Mimirue17 said:

navel piercing is only one available level 2 or lower.

There is the navel and hood piercing from Easy girl available at level 2 as well.
The rest I did consider them to be appropriate only for level 3 and up.

Posted

I have really been enjoying this mod.  Each version adds that much more flavor.  I do have a couple of concerns/questions.  The first one seems to be with the compatibility of AAF Violate (my assumption), each time my player gets defeated one of the npcs presumably take a lot of her inventory.  Some of the inventory deals with items from other mods.  Each case I had to reload a prior save and avoid getting 'beat' by whatever enemy had defeated me.  Again, I always keep robbing/theft off on all of my MCM choices, and in the case that my character was defeated, I could not find the npc that took the inventory items.  I have always set AAF Violate and other mods to not/or to very severely restrict any theft.  I have always had bad luck with Bethesda games and inventory handling or lack thereof.   Not sure if any others had run into this type of issue, if not then it must be isolated to my setup. 

 

The 2nd concern may also be with how this mod handles other mods.  I have noticed that some of my NPC followers whether modded or vanilla NPCs are starting to have all blackened skin/clothing.  It is some weird texture bug that seems to sporadically hit some of the followers that seem fine at first, and then an overlay or something gets applied and their bodies become blackened.  Their heads and hands remain normal.  I am wondering if this mod may have a hand in it, as I had noticed that some npcs seem to be having certain glitter, tattoos, or body marks that I did not have in my prior gameplay without this mod installed.  This and the Triggerwoman Reborn mods are the only 2 new mods I had added to this playthrough.  

 

Any help and suggestions are welcomed; I have a feeling that it is something being applied by Robco patcher or SPID that is causing the weird skin overlay texture to go over the npcs.  Again, it is so bad that it seems to blacken the clothing that they are wearing.  But, once I use console command and perform SLM their Prid and change their preset via Looksmenu it goes away, and I can see the clothing or armor again as well.   So, it does have the making of a weird texture bug.

Posted (edited)
1 hour ago, nefer385 said:

I have really been enjoying this mod.  Each version adds that much more flavor.  I do have a couple of concerns/questions.  The first one seems to be with the compatibility of AAF Violate (my assumption), each time my player gets defeated one of the npcs presumably take a lot of her inventory.  Some of the inventory deals with items from other mods.  Each case I had to reload a prior save and avoid getting 'beat' by whatever enemy had defeated me.  Again, I always keep robbing/theft off on all of my MCM choices, and in the case that my character was defeated, I could not find the npc that took the inventory items.  I have always set AAF Violate and other mods to not/or to very severely restrict any theft.  I have always had bad luck with Bethesda games and inventory handling or lack thereof.   Not sure if any others had run into this type of issue, if not then it must be isolated to my setup. 

 

The 2nd concern may also be with how this mod handles other mods.  I have noticed that some of my NPC followers whether modded or vanilla NPCs are starting to have all blackened skin/clothing.  It is some weird texture bug that seems to sporadically hit some of the followers that seem fine at first, and then an overlay or something gets applied and their bodies become blackened.  Their heads and hands remain normal.  I am wondering if this mod may have a hand in it, as I had noticed that some npcs seem to be having certain glitter, tattoos, or body marks that I did not have in my prior gameplay without this mod installed.  This and the Triggerwoman Reborn mods are the only 2 new mods I had added to this playthrough.  

 

Any help and suggestions are welcomed; I have a feeling that it is something being applied by Robco patcher or SPID that is causing the weird skin overlay texture to go over the npcs.  Again, it is so bad that it seems to blacken the clothing that they are wearing.  But, once I use console command and perform SLM their Prid and change their preset via Looksmenu it goes away, and I can see the clothing or armor again as well.   So, it does have the making of a weird texture bug.

Thank you so much !

The MSMA internal theft system that would occur on a failed/lost Sexfight is optional, it is by default on, and it can be turned off in the MCM. 
image.thumb.png.5e63f2a8cba98f8d4e3061fd024d46b1.png

When it is on ( 1 ) , one of the the NPCs involved in the scene (one of the ones unaffected by sexfight outcomes) will be the one who "does the stealing" and gets the items. 
In MSMA they only go for caps, weapons, ammo and stims. If any other types of items go missing, they are probably stolen by other mods.
Even if on, only sentient beings do that (humans, supermutants, robots), not mirelurks or the like.
If Off ( 0 ), noone steals anything due to MSMA scripts (it is all decided by Violate or other mods).


In future versions I can put more log traces there to figure out if I have  a bug there and theft still happens unintentionally,  but just took a second look right now at the conditions, they are pretty simple/straightforward.
There should be no way for that option to be 0, and for MSMA theft to still be happening somehow caused by MSMA scripts.
I re-tested with a purposefully lost scene with that option off ( 0 ), (and also violate theft set to off) and all items remained in my inventory at the end.  

Other mods that I know can do something with player inventory (aside AAF Violate) is also F4 Nude Basics, that one has an option to put all the player's items in a bag on the ground.



On the brown face/armor bug not sure what the cause might be, but probably not MSMA as MSMA does not alter NPC overlays (at least not intentionally :D) .
I am not seeing it on my development PC.
The only moment when I did start to see brown face on NPCs was way back when I hadn't started modding yet, when: 

  •  I was using looksmenu presets that included face tints (as they are called in Bethesda lingo), that had missing textures because of a mod I had not installed completely/correctly. 
  •  was using a mod to diversify the faces of NPCs that were referencing face overlays whose texture files were actually missing from my data folder. 
  •  I did not have the brown face/rusty face fix mod installed. Rusty Face Fix at Fallout 4 Nexus - Mods and community

 



I can confirm that this mod on its own does nothing to NPCs that are not of this mod, in terms of textures/overlays or morhps.
Even the NPCs of this mod are as they are defined in the Creation Kit, no dynamic changes are applied to them at runtime.
Only strictly the player (or the player hologram body double) is saddled with overlays/tattoos and such. Noone else.

 

 

Edited by MSM_Alice
Posted
6 hours ago, MSM_Alice said:

Realized I perhaps don't have more songs for mid-levels, where the conflict between the two extremes is likely at its highest intensity.

They both sound great!!

 

Question, any plans on some kind of addition to the tattoo manager to possibly pick an choose which type of ridiculous tattoos to remove, or possibly sliders like tats after rape to set chances for the different types of enemies to apply like they were with TAR?  The system works amazingly good for not getting too many overlapping tats, far superior to TAR already, this would cover the minor features that are missing from it.

Posted (edited)
37 minutes ago, rilieAP said:

They both sound great!!

 

Question, any plans on some kind of addition to the tattoo manager to possibly pick an choose which type of ridiculous tattoos to remove, or possibly sliders like tats after rape to set chances for the different types of enemies to apply like they were with TAR?  The system works amazingly good for not getting too many overlapping tats, far superior to TAR already, this would cover the minor features that are missing from it.

Thank you!
Those weren't on the current roadmap to prelude, but not excluding them eventually.
Picking which ones to remove feels a bit anti lore though, but I guess Marina could do it for a higher bimbo point cost than bulk removal.

Edited by MSM_Alice
Posted (edited)

New version (but needs more testing before making it on the main page) 

Changes

  • Added additional Silly tattoos chance modifiers, to have more individual per faction chance control (raider, Super mutant,  gunner) @rilieAP
  • Hud is now visible in limbo during the acts.  @Mimirue17 @JemappelleRedacted
  • Solved a bug with Infinite golden tickets (Bimbo Limbo Golden tickets weren't getting used up when used) 
  • Added a new possible scene in bimbo limbo, in the two supermutant category (there are now 2 possible different animations with two mutants, instead of just one).
  • Bimbo Limbo scene progression is changed a bit
    • First three visits: The bimbo is matched with one supermutant Bimbo Limbo Lover, regular supermutant schlong size.
    • Visits 4 to 6 One Supermutant Bimbo Limbo Lover, but with a larger schlong size.
    • Visits 7 to 9 Two supermutant Lovers, regular supermutant schlong size.
    • Visit 10: Three supermutant Lovers, regular supermutant schlong size.
    • Visits 11 and 12: Two supermutant lovers, but with larger schlong sizes.
    • Visits 13+:  Random two or three supermutant lovers, with even larger schlong sizes.
    • Note: The size increase is not visually observable so as not to generate visual artifacts, but logical in the effects it has on bimbo stats. 
  • Modified Fade To Black-Fade From Blacks in limbo to be done with Image Space Modifiers and not with FadeOutGame script command. It should drastically reduce problems when a message pop-up fires under the fade to black, as now it should be visible/actionable and should no longer cause the appearance of a hang. Probably will extend this fade to black method everywhere else in the MSMA mod, not just bimbo limbo, a lot more practical.
  • Marina's skin cleaning napkins now do their cleaning under a fade to black.
  • Utility: Added Buttons in the debug menu to force remove fade to black screens, in case any get stuck (for both the new method and the old method).

 

 

 

 

Edited by MSM_Alice
Posted (edited)
22 minutes ago, CrantiusColto said:

Thanks for the update! I ended up getting stuck in the surrender position myself. :3

Hopefully, not on 0.7745, 0.7746 or newer.

Edited by MSM_Alice
Posted

there are two dildo animations in this pack which might be of use to you (same dildo pack JB uses I believe) think there will be more in the future.   Tags are off a bit but those can be adjusted.   Thought I would point it out for you incase they were of interest for future usage. 

 

 

Posted
On 8/20/2025 at 1:27 AM, MSM_Alice said:

Thank you so much !

The MSMA internal theft system that would occur on a failed/lost Sexfight is optional, it is by default on, and it can be turned off in the MCM. 
image.thumb.png.5e63f2a8cba98f8d4e3061fd024d46b1.png

When it is on ( 1 ) , one of the the NPCs involved in the scene (one of the ones unaffected by sexfight outcomes) will be the one who "does the stealing" and gets the items. 
In MSMA they only go for caps, weapons, ammo and stims. If any other types of items go missing, they are probably stolen by other mods.
Even if on, only sentient beings do that (humans, supermutants, robots), not mirelurks or the like.
If Off ( 0 ), noone steals anything due to MSMA scripts (it is all decided by Violate or other mods).


In future versions I can put more log traces there to figure out if I have  a bug there and theft still happens unintentionally,  but just took a second look right now at the conditions, they are pretty simple/straightforward.
There should be no way for that option to be 0, and for MSMA theft to still be happening somehow caused by MSMA scripts.
I re-tested with a purposefully lost scene with that option off ( 0 ), (and also violate theft set to off) and all items remained in my inventory at the end.  

Other mods that I know can do something with player inventory (aside AAF Violate) is also F4 Nude Basics, that one has an option to put all the player's items in a bag on the ground.



On the brown face/armor bug not sure what the cause might be, but probably not MSMA as MSMA does not alter NPC overlays (at least not intentionally :D) .
I am not seeing it on my development PC.
The only moment when I did start to see brown face on NPCs was way back when I hadn't started modding yet, when: 

  •  I was using looksmenu presets that included face tints (as they are called in Bethesda lingo), that had missing textures because of a mod I had not installed completely/correctly. 
  •  was using a mod to diversify the faces of NPCs that were referencing face overlays whose texture files were actually missing from my data folder. 
  •  I did not have the brown face/rusty face fix mod installed. Rusty Face Fix at Fallout 4 Nexus - Mods and community

 



I can confirm that this mod on its own does nothing to NPCs that are not of this mod, in terms of textures/overlays or morhps.
Even the NPCs of this mod are as they are defined in the Creation Kit, no dynamic changes are applied to them at runtime.
Only strictly the player (or the player hologram body double) is saddled with overlays/tattoos and such. Noone else.

 

 

Thank you so much for following up with me.  You helped me out a great deal.  I somehow completely missed the Post Sexfight Events under MSMA General Settings.   I don't think that you need to make any additional log traces based upon my query, the fault was mine for not thoroughly taking my time and reading the features that you have specific for MSMA.  My assumptions was that your mod had AAF Violate ignore its settings.  But that was totally on me.  So, my apologies in fact. 

 

Anyway, regarding the weird texture glitch that I am getting with some female NPC's it has to be on my end.  I must have some screwed up body overlay that is getting processed by the Robco Patcher.  I had disabled several body overlays that I think were redundant, and so far, I am not running into any other weird textured female NPCs.  The ones who were originally affected will remain messed up since they were 'Saved' into the game.   Thank you again, I am really enjoying this mod.  

Posted
16 hours ago, MSM_Alice said:

Picking which ones to remove feels a bit anti lore though, but I guess Marina could do it for a higher bimbo point cost than bulk removal.

I was thinking like double points to remove them one at a time.  It's more to be able to remove overlapping ones, even though the new system works much better, it would be nice to leave most(for the bonuses) and still be able to get rid of them in a targeted fashion.  I'll see how the sliders in the new .7746 version works, it's installed now,.  I'll have Marina remove all and see how they work.

Posted
1 hour ago, rilieAP said:

I was thinking like double points to remove them one at a time.  It's more to be able to remove overlapping ones, even though the new system works much better, it would be nice to leave most(for the bonuses) and still be able to get rid of them in a targeted fashion.  I'll see how the sliders in the new .7746 version works, it's installed now,.  I'll have Marina remove all and see how they work.

If these sliders work okay for you, would you consider that a UI for targeted removal is still needed?

Posted
1 hour ago, nefer385 said:

  The ones who were originally affected will remain messed up since they were 'Saved' into the game.   Thank you again, I am really enjoying this mod.  

Actually this mod: 
https://www.nexusmods.com/fallout4/mods/31028
Has a way to select and fix  NPCs that were affected by brown face by hitting a certain console command. 
If the problem you are facing is indeed the one targeted by that mod, there might be a way to "cure" the already affected NPCs in your playthrough.

Posted
2 hours ago, MSM_Alice said:

If these sliders work okay for you, would you consider that a UI for targeted removal is still needed?

It would be for cosmetics, but IMO that seems pretty much in line with being a good bimbo!!  Like I said, the tattoo system works well, but will still apply ones that directly overlay or conflict with others. I have two on my right butt cheek now, one from raiders, one from mutants, so someday it would be cool to somehow do it through a UI and spend points to make yourself look prettier for your enemies. :D

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