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Posted (edited)
47 minutes ago, Imaculata said:

I will also add that the weapon dropping is annoying as hell. Instead, I would prefer to simply have the weapon be unequiped, and perhaps the player character knocked down, with a chance of being assaulted.

In fact, I think the mini game is a really good start, but maybe you can also add an option to struggle free during the mini game, with a chance of worse consequences if you fail (assaulter doign worse things to you). That said, this is really cool, and I will be following how this mod grows.

Thank you!  Feedback received :).
Please for now see above about ways to make it  less frequent :)

The struggle mechanic is interesting but it might have to wait a bit until I am a smarter modder.
Right now I am not inserting new phases into AAF Violate scene logic (not sure I could even do that at all) I just monitor AAF scenes starting,  and enable SexFight controls during them, and essentially graft sex fight on top of an AAF scene (that Violate or other mods starts either way),  but I have no say in which particular scene that is. Then I keep lists of which aggressors need what punishment done at the very end when all scenes stop ( for now this deferred punishment at the end of it all is custom-built just for Violate, other combat submit modes will see the aggressors punished as soon as each aff animation ends).

The only thing where I intervene more forcefully is that I am canceling bad Violate consequences that would otherwise happen at the end (restraints, abductions,  Bound in public, etc), if all (or most) aggressors have been incapacitated during SexFight, but even that had to be done in... less orthodox ways (basically o go and overwrite the settings variables in the AAF MCM behind the scenes,, and restore them after the scene).


I could have something like an opening struggle for scenes that my mod starts natively, but since those are mostly story-driven, it is not that impactful.  We'll see.


On a side note: If there are 3 aggressors or fewer in a AAF Violate scene, you need 100% incapacitated to avoid the restraints and other consequences, if there are more than 4 aggressors, then you can paralyze 3 and miss one, I assume that lone one is in shock from what just happened to their buddies, so he forgets to put restraints on you and whatnot.
 

Edited by MSM_Alice
Posted
On 2/4/2025 at 3:57 AM, MSM_Alice said:

For anyone else visiting this, here are some very optional questions:
- Did you like it, and if yes what is the one thing you liked most?

 

[I like the idea of being able to defeat enemies without investing time and caps into weapons or armor.]


-What is the one thing you hated most/ liked least? 

 

[Not really fair to say this is a dislike for me but if I must list something here it would be the scope of the mod. Much bigger and deeper than I first expected. Would like a more detailed manual at some point to explain the paths you can take here.]


- What bimbo level did you achieve?

 

[7. Got sent to a Bound In Public X cross. Was on it for quite a while and am now so stupid I cant walk and chew bubble gum at the same time.]


- Did you manage to paralyze opponents with mind-blowing orgasms in SexFight? (or kill them with Galactic ones if you got to Bimbo level 2+)?

 

[Yes as long as they werent more powerful than me. Got a lot of messages where they were too powerful than me. Sex Combat not advised.

 

Would like to be able to set just kill or just paralize in implant menu. Dont really want a chance to paralize Raiders. Just killem all with gravy.]


- Did you notice everything is crazy expensive as vendors ask for a lot of caps and give you very little money for goods?

 

[Havent had anything to sell or caps to buy yet.]


- Did you notice the fact that once you are a bimbo, if you have no bobby pins once per day (near midnight) you can magically produce one or two bobby pins from your hair? 

 

[Not yet but only played with mod last night.]


- Have you noticed that sex seems to heal you now, and if you apply yourself to responding consistently to SexFight challenges you can recover mind health, and delay the onset of Sex Attributes mind break (you can even go back to a normal state from incoherent/hazy states).  If things get out of control and a mind break does occur (mind health does get to 0), then indeed that's it for the current scene, the only way to heal is the old/normal way, after the scene,  but if your mind health is not yet 0,  you can get it back up to 4  (full health) just with consistent successful sex fighting, dynamically. 

 

[yes.]


- Have you read any post-sex scene details/reports? 

 

[yes.]


- Have you gotten to some deep bimbo cravings (and have you read the bimbo craving reports) 

 

[Have read reports and had messages about cravings. Would prefer a popup in center of screen that you dismiss with an "OK" concerning important mod info as every mod made uses the scrolling messages in upper left of screen. It actually can become back logged and you either miss messages or when you get them, the information is no longer relevant.]


- Does it all seem intelligible? 

 

[Absolutely. This mod has a lot of polish. Wasnt expecting such a well made mod at release.]


- have you noticed that the mod reacts if you try to cheese your way out of a losing fight,  if you want to exit with the End key quickly in the AAF UI, the mod "sees" that.

[Yes.]

 

Posted

This mod looks quite interesting! I'll install it in the near-future, but I do have some questions...

Will there some images in the mod's page? It'd be nice a preview of some of the stuff in the mod.

Is this / will it be compatible with NAF, NAF Bridge, and NAFicator instead of AAF? Probably not and I can test it if you aren't sure. I'm not jump on you just to get it compatible with NAF. I'll just start a new MO2 profile.

Posted (edited)
1 hour ago, Olmech said:

 

Thank you so much for answering this.  Super helpful.

 

SexFight config
Right now you should be able to set in the sex fight menu Paralysis punish and Death punish on/off independently, so you can have a "death or nothing  "mode if you want to.

 

The way the system works is there are these two thresholds of punishment, Paralysis, and Death.

Typically Paralysis happens if an NPC has at least a Mind-blowing level orgasm (default 401 in the Extra pleasure pool at the time of the orgasm)  death happens for Galactic orgasms (1201 extra pleasure in the extra pleasure pool at the time of the orgasm.
Up till Bimbo Level 2 you can only paralyze, from Bimbo Level 2 up you can do both. (and you can decide which one you have togged on or not).
An NPC that hasn't had their Galactic orgasm, won't die, and if you do not have paralysis on, they will be fine and dandy.
If you want them all dead leave both paralysis and death toggled on, and just , apply yourself to giving them at least a galactic orgasm,  if you do that,  they will all die, no randomness there.

In terms of difficulty, yes there are some level-based calculations being done, I am still tweaking that.  Normally your player level is compared with the enemy level and based on that an AP cost of responding to their challenges is computed. 

If they are too high level, their AP cost might be equal to or larger than your entire AP pool which is when sex fight is not advised.

What you can do to  increase your chances ( and reduce an enemy's AP cost) : 
- Invest in agility so you have more AP pool
- Be higher level ( normal level, not necessarily bimbo level, but both count) 
- Make sure you don't have a level handicap ( if you start a scene as a slut, or highly aroused, with love juices on your skin from a previous engagement hours ago, or you are mind broken.. or with XP debt from taking part into depraved acts previously, all of that can count as a level handicap when comparing your level vs the enemy level and deciding their AP cost. - it will be outlined in the sex report)  
- Groups of enemies count as more than a solo enemy of that level.
- larger groups of enemies scale in difficulty geometrically, and so do many scenes in a sequence, so make sure to have time to catch your breath. You might be level 20, and they might be level 2 but if you go in a raider-invested Corvega where 25 raiders line up to take turns, the first ones will be easy but eventually, if they keep coming, they will wear you down, and by the end of the last scene in their AP cost will be significantly higher than what their cost was at the start. 
- enemies with larger shafts than what you are umm .. attuned to at that moment, means they have a larger AP cost.  However, if you have come to be larger size than their shafts instead, let's say you have spent a lot of time sex-fighting super mutants,  and then you go back to fighting plain raiders.   their AP cost will be small ,  BUT it will be harder for you to produce the needed pleasure for these small raiders ,  because,  compared to you,  they are in a different class of shafts sizes  (than the super mutants you have gotten .. resized by...  earlier).  So you will have to answer more challenges for the same amount of pleasure build-up (OR to avoid this looseness penalty,  a rejuvenation visit to Marina might be in order so you and your enemies compete in the same size-class, or nearby and are not too different from one another). 
- if they are not at full HP they will have a lower AP cost
- Proficiencies also count ( but those only grow slowly, organically, as you have more encounters,  or via story quests, which are not implemented yet) . There are some piercings that help, for instance, tongue piercing helps with oral proficiency

- Increase your appearance factors (piercings, tattoos, clothing, charisma), if  you  are more enticing to them,  their AP cost will be lower

- there are some enemies  out there who are just so physically large that winning against them in sexfight is not something a normal person could ever aspire to be able to do even if a bimbo level 7, and max appearance factors...  (except maybe if they go through the story and get certain bodymods) 


Bimbo thoughts and cravings: 

Those are two distinct systems (but currently they both output to notifications)
The thoughts are mostly for flavor, they don't do  anything ( Those are when you see " you think.:..blah blah blah )


The cravings though  (when you see Your lust: " blablabla ") are more annoying as they are meant to simulate the player's newfound cravings, and that something in their mind keeps telling them to do to fill that need, soothe that craving.  

Don't worry about missing a craving message, that's a message queue that will fill based on your actions. and they'll keep coming back again and again until you do what the craving message suggests. After you do that, ( get that gangbang, entertain that particular shaft, engage in that particular type of sex act, collect that account of love juice, ) that particular craving message will stop for a while.
The cravings reports will also help you keep track of that. The higher bimbo you are the more cravings you get and the harder they are to keep in control.  

 

Edited by MSM_Alice
Posted (edited)
21 minutes ago, randomDudeHere said:

This mod looks quite interesting! I'll install it in the near-future, but I do have some questions...

Will there some images in the mod's page? It'd be nice a preview of some of the stuff in the mod.

Is this / will it be compatible with NAF, NAF Bridge, and NAFicator instead of AAF? Probably not and I can test it if you aren't sure. I'm not jump on you just to get it compatible with NAF. I'll just start a new MO2 profile.

Thank you for the feedback!

Yes, I will eventually do marketing screenshots but not now,  too early.
Later, when the mod is closer to completion. 
Given that the animations and art assets  I am using are the ones one could find in other mods ( from the prerequisites list)  I don't see much use in creating screenshots now, as those don't tell the real story of how it feels to play a sex fight round or how to play the mod anyway. 


This is just AAF for now but works with both pre-NG AAF and post-NG AAF. 
I am a beginner modder, and maybe later on when I have more experience I can entertain the idea of supporting NAf too, who knows?
For now, it is AAF only.
 

Edited by MSM_Alice
Posted
2 hours ago, MSM_Alice said:

Thank you. I will certainly think about these, they are interesting and there's plenty of time for my opinion on the matter to be changed before MSM 1.0 is released.

In the meantime:  a bit more insight into the current systemthe current drop weapon does have a chance slider where you can lower or increase the chance until it feels right ( not just on/off). but it is not all pure dice rolls

- using lighter guns  (like pistols) means the chance is lower. heavier weapons the chance is higher
- putting more points in strength means the chance is lower. 
- the story will also have some perks that will further reduce this chance

- higher level bimbo increases the chance
- Fancy longer nails increase the chance
- can always use Karate chop :) 

In my playthroughs, I had fun suddenly having to look for the gun on the ground, picking it up again, and shooting it frantically again :P

The grenades are particularly useful now when you leave a bunch of enemies paralyzed but don't have time to shoot everyone, sometimes is better so just chuck a grenade in the middle of the paralyzed enemies,  and run. 

Would be interesting to test the grenade fumble thing (I will have to see what I need to adjust or set so it just falls down but still explodes, maybe there's a setting just like weapon damage or cone of file that can be adjusted... I need to do more homework on it)
 

 

Hah😅... Yeah sure some people might enough it,

but for me well I have my fair share of janky game physics "ptsd" to rather not deal with that.

 

Plenty of times I've had an item clip through a wall or the floor.

Then there were moments with the item getting yeeted off the map due to explosions.

 

Lowering the chance for your weapon to drop... doesn't really stop those things from potentially happening.

 

Having the weapon be unequiped is a viable alternative, yet that can come off as inorganic. Do I really want constantly open my inventory and reequip my gun every time this happens? My thought process being that I want to avoid having things that interrupt game flow if possible.

 

Thing is punishment systems can be very difficult to design and to have it still be fun and engaging.

 

Obviously it's very important to have a bimbo's clumsiness be expressed in some way and form.

 

 

So getting staggered or ragdolled like a Helldiver trying to spread Democracy, can be way for showing off the inability to control the recoil of a weapon...

A bimbo's incompetence should be extra lethal to nearby "spectators" as the cherry on top.

 

I think it's smarter to have features that can beneficial to the player in hilarious ways, than a pure disability that you need workaround with.

 

Remember ditzy bimbos don't succeed, they just fail upwards. 🙃

Posted (edited)
6 hours ago, Navybuster said:

 

Hah😅... Yeah sure some people might enough it,

but for me well I have my fair share of janky game physics "ptsd" to rather not deal with that.

 

Plenty of times I've had an item clip through a wall or the floor.

Then there were moments with the item getting yeeted off the map due to explosions.

 

Lowering the chance for your weapon to drop... doesn't really stop those things from potentially happening.

 

Having the weapon be unequiped is a viable alternative, yet that can come off as inorganic. Do I really want constantly open my inventory and reequip my gun every time this happens? My thought process being that I want to avoid having things that interrupt game flow if possible.

 

Thing is punishment systems can be very difficult to design and to have it still be fun and engaging.

 

Obviously it's very important to have a bimbo's clumsiness be expressed in some way and form.

 

 

So getting staggered or ragdolled like a Helldiver trying to spread Democracy, can be way for showing off the inability to control the recoil of a weapon...

A bimbo's incompetence should be extra lethal to nearby "spectators" as the cherry on top.

 

I think it's smarter to have features that can beneficial to the player in hilarious ways, than a pure disability that you need workaround with.

 

Remember ditzy bimbos don't succeed, they just fail upwards. 🙃

I do like the "mantra"  ditzy bimbos don't succeed, they just fail upwards. 🙃  " so for sure I will think of it when adjusting these systems but there are also two other lenses by which I look at it all : 


1. The first is , the best mods are done by authors who stay engaged with their work, and they build something they're invested in and then share it with the world.
 If I try to make everyone happy and have a design that follows too many directions, I'll not be cooking something with a sense of identity, will not keep me motivated to work on it, (and will not make anyone happy). 

I do enjoy the added challenge of, if a supermutant smacked my character with a wooden board, the weapon can fly away,  I , have to suddenly look on the ground for it , or i need to decide to stop doing that and use my nails to scratch their face off instead of shooting... I don't see that as interrupting the gameflow, if the chance is not too frequentI see it as adding variety. and complexity ... that's why I need to think twice when traversing that shallow marsh or traversing those shrubs, as if I lose my weapon there, good luck finding it quickly...I need to go for the secondary weapon, , so best "keep my heels on the pavement, or whoops, I'm answering sexfight challenges again, I guess that's how I deal with this guy then..."
Those extraplanar entities who put the implant in want those biosamples collected from living subjects, , they're not interested in empowering you to massacre your targets before that happens, only after so you can then escape and process the samples. 
while the sole survivor still has their wits about them they need to realize the damaged world is not their friend they can't go anywhere they please without proper preparations, or they might find themselves collecting more biosamples and sliding further into being a ditzy sex drone.

2. People who are too much in love with their main weapon need to understand that now their character might care more about ruining their new shoes,  than losing their clunky heavy firearm.  
"Weapons?   Pssshht.. they're not *that* speshool... and even if you lose one what's all the fuss?  Get the next one. Every guy you paralize or kill via sexfight has one.  Legendary-scmegendary, what's really legendary and must not be lost are the contents of your new purse and that cute blue choker. "

 

I am open to the idea of adjusting the chance to get it right, or maybe even making it virtually never for lighter things like pistols ( but not perfectly never), but
I do appreciate the feedback and what clicks with me will make their way in.  And some instances where a person's incompetence is a danger for everyone around does sound funny, so for sure I will explore that. 
Also eventually, the player will be going through those grip strength training quests that will come.. and things will be better.  so far I am not convinced yet I should kill off weapon drop, but fully agree with dialing the chance down if the current chance is too much. 
If the minimum chance currently in the UI is still too high let me know. 

Maybe the way I need to spin this story-wise is that the implant normally makes it IMPOSSIBLE for you to use weapons but Marina and team have found a hack, that, while not perfect, still allows you to use them to a certain degree ( even though you occasionally drop them). 
This way it is not perceived as a downgrade from a theoretical baseline, but an upgrade from the baseline. 
The baseline of implanted humans is that they need to serve the extraplanar entities, not fight back. 
This is not supposed to be a usual/normal Fallout 4 playthrough.

Edited by MSM_Alice
Posted (edited)


During the week I can't really work on the mod in earnest, but I  do think about it  so here's where my head is at in terms of what's next (aside bug fixing)

On this thread in earlier posts I talk occasionally about breaking the fourth wall but haven't really done any such features yet aside maybe from monitoring exiting a sexfight scene with the End key in the AAF UI,  so.... maybe it is time for the first one to actually have a more tangible shape. 

As far as I can tell, the MCM mod allows mods to save some variable settings in a way that is independent of an individual save game. 
I want to see if I can (mis)use that feature creatively,  in a sneaky way as such : 

As you play the game, the game monitors your activities. I want to create a score that illustrates what is the situation's let's say spiciness.
Now that score would be monitored and periodically saved in the MCM variable outside of the save system, (maybe I can even grab the character's name in case the player plays multiple bimbo characters at the same time). 
If upon a game load (which I can detect) your loaded value of that stat is much lower than the script value there,  it likely means you the player,  abandoned a situation/exited the game or loaded a previous quicksave to get out of a spicy situation. Essentially you tried to go back, and create a branched reality. 

The extraplanar entities can't have that, 
You will be sent before an extraplanar entity tribunal that will judge you and sentence you for trying to avoid sample-collecting duties via save quicksave quick load mechanics. 


A few unintended consequences of that system: 
A player who wants to "game the system" may want to create save "valid checkpoints" by deliberately subjecting themselves to depravity, and creating a savegame checkpoint at that point, in that state,   as that is a savegame they think always can revert, because of the high spicy score.... but they are forgetting that the entities can also detect the total played game time so they can detect if you load a game that goes back in time,  though the punishment might be less a lot less dire if you go back to a spicy  state, so extra clemency may be awarded.  Just don't do it again!
 

I can also extend that system to bimbo level progression ( if you try to load a game from before you had slipped up leveled up to bimbo 3, and want to go back to a more tame bimbo Level 2?
Tough luck, the entities know about this, it is not that easy to de-bimbofy your character, you might suddenly be forced into bimbo level 4  if you try and cheat your way out of bimbones that way.

Or in general, implement a more hardcore experience where loading a save from back in time always has some consequences, as you can't trick these entities with quick save and quick load, they transcend the Fallout game world and they can see you trying to create a new branch just like the TVA in Loki. 
 

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

I do like the "mantra"  ditzy bimbos don't succeed, they just fail upwards. 🙃  " so for sure I will think of it when adjusting these systems but there are also two other lenses by which I look at it all : 


1. The first is , the best mods are done by authors who stay engaged with their work, and they build something they're invested in and then share it with the world.
 If I try to make everyone happy and have a design that follows too many directions, I'll not be cooking something with a sense of identity, will not keep me motivated to work on it, (and will not make anyone happy). 

I do enjoy the added challenge of, if a supermutant smacked my character with a wooden board, the weapon can fly away,  I , have to suddenly look on the ground for it , or i need to decide to stop doing that and use my nails to scratch their face off instead of shooting... I don't see that as interrupting the gameflow, if the chance is not too frequentI see it as adding variety. and complexity ... that's why I need to think twice when traversing that shallow marsh or traversing those shrubs, as if I lose my weapon there, good luck finding it quickly...I need to go for the secondary weapon, , so best "keep my heels on the pavement, or whoops, I'm answering sexfight challenges again, I guess that's how I deal with this guy then..."
Those extraplanar entities who put the implant in want those biosamples collected from living subjects, , they're not interested in empowering you to massacre your targets before that happens, only after so you can then escape and process the samples. 
while the sole survivor still has their wits about them they need to realize the damaged world is not their friend they can't go anywhere they please without proper preparations, or they might find themselves collecting more biosamples and sliding further into being a ditzy sex drone.

2. People who are too much in love with their main weapon need to understand that now their character might care more about ruining their new shoes,  than losing their clunky heavy firearm.  
"Weapons?   Pssshht.. they're not *that* speshool... and even if you lose one what's all the fuss?  Get the next one. Every guy you paralize or kill via sexfight has one.  Legendary-scmegendary, what's really legendary and must not be lost are the contents of your new purse and that cute blue choker. "

 

I am open to the idea of adjusting the chance to get it right, or maybe even making it virtually never for lighter things like pistols ( but not perfectly never), but
I do appreciate the feedback and what clicks with me will make their way in.  And some instances where a person's incompetence is a danger for everyone around does sound funny, so for sure I will explore that. 
Also eventually, the player will be going through those grip strength training quests that will come.. and things will be better.  so far I am not convinced yet I should kill off weapon drop, but fully agree with dialing the chance down if the current chance is too much. 
If the minimum chance currently in the UI is still too high let me know. 

Maybe the way I need to spin this story-wise is that the implant normally makes it IMPOSSIBLE for you to use weapons but Marina and team have found a hack, that, while not perfect, still allows you to use them to a certain degree ( even though you occasionally drop them). 
This way it is not perceived as a downgrade from a theoretical baseline, but an upgrade from the baseline. 
The baseline of implanted humans is that they need to serve the extraplanar entities, not fight back. 
This is not supposed to be a usual/normal Fallout 4 playthrough.

 

@MSM_Alice Yes it's better to avoid feature bloat, less is more.

 

2. People who are too much in love with their main weapon need to understand that now their character might care more about ruining their new shoes,  than losing their clunky heavy firearm.  
"Weapons?   Pssshht.. they're not *that* speshool... and even if you lose one what's all the fuss?  Get the next one. Every guy you paralize or kill via sexfight has one.  Legendary-scmegendary, what's really legendary and must not be lost are the contents of your new purse and that cute blue choker. "

 

Well if you want to go that way...

Than I have a proposal for you.

 

What if you can trade legendary items for a unique token currency?

Which can be spend on various things:

 

You know those Vaulttec Lunchboxes? they give random items when you open them.

Yep they're lootboxes... you could use that to create your own version of "bimbo goodie bags?"

What do they contain? I'd say clothing mods that you can slot onto bimbo attire.

Imagine an upgrade for a purse, causing it to generate a random grenade every day, (unlike regular grenades this version is weightless and has no bottlecap value, so don't bother trying to sell those.)

 

Add a special set of bonus perks that you can only get with the tokens.

 

During the Ballad of Schlonginius Johnson, you could add optional upgrades to his bimbo town, making his community and you the player stronger in the process.

With The Rise of the Cockubots you can spend the tokens on building Automatrons optimized for bimbo warfare no whorefare.

And lastly The day of “O”, you obviously gain access the that mind-control tech... like an Orgasm ray gun that you slap on a Automatron or a settlement turret?

 

All of the things you can spend tokens on should obviously be rather powerful, giving you a good excuse to throw your legendary items away.

They're somewhat rare anyway, which makes the token currency rare as well. So it should by default be fairly balanced.

Edited by Navybuster
Posted (edited)
54 minutes ago, Navybuster said:

 

@MSM_Alice Yes it's better to avoid feature bloat, less is more.

 

2. People who are too much in love with their main weapon need to understand that now their character might care more about ruining their new shoes,  than losing their clunky heavy firearm.  
"Weapons?   Pssshht.. they're not *that* speshool... and even if you lose one what's all the fuss?  Get the next one. Every guy you paralize or kill via sexfight has one.  Legendary-scmegendary, what's really legendary and must not be lost are the contents of your new purse and that cute blue choker. "

 

Well if you want to go that way...

Than I have a proposal for you.

 

What if you can trade legendary items for a unique token currency?

Which can be spend on various things:

 

You know those Vaulttec Lunchboxes? they give random items when you open them.

Yep they're lootboxes... you could use that to create your own version of "bimbo goodie bags?"

What do they contain? I'd say clothing mods that you can slot onto bimbo attire.

Imagine an upgrade for a purse, causing it to generate a random grenade every day, (unlike regular grenades this version is weightless and has no bottlecap value, so don't bother trying to sell those.)

 

Add a special set of bonus perks that you can only get with the tokens.

 

During the Ballad of Schlonginius Johnson, you could add optional upgrades to his bimbo town, making his community and you the player stronger in the process.

With The Rise of the Cockubots you can spend the tokens on building Automatrons optimized for bimbo warfare no whorefare.

And lastly The day of “O”, you obviously gain access the that mind-control tech... like an Orgasm ray gun that you slap on a Automatron or a settlement turret?

 

All of the things you can spend tokens on should obviously be rather powerful, giving you a good excuse to throw your legendary items away.

They're somewhat rare anyway, which makes the token currency rare as well. So it should by default be fairly balanced.


I like the idea! , I do see them as two distinct systems though, the legendary item trade-in for bimbo tokens on one hand,  and the "loot boxes" on the other (even if they can be purchased with tokens, I kind of think of them as two systems that have interplay. 

The Vault Tech-lunch box-inspired items can be purchasable with tokens ( in which case they are 100% safe to open)  but are also occasionally found in the wild. The ones found in the wild (unlike the ones you buy yourself),  might be corrupted, still a decent chance of something really good but also a small chance of some extra depravity events to trigger when you open them.   Maybe you get a free ticket to the Debimbofication school, maybe you get something more devious.

But I also like it having to do with unique settlement upgrades, that can only be gotten this way.  Gives high-end weapons in general (and heavy weapons in particular as they will be more challenging to use effectively because of their weight)  a separate purpose, so you still look for them and are happy when you find one.  I like it.
 

Edited by MSM_Alice
Posted

So I played with this a quite a bit last night and have a couple of questions:

 

1. With sex fight mechanic, if my character is doing the deed with a friendly, is it okay to end the sex fight with the hotkey or are there consequences for that? Keep seeing the naughty, naughty message pop up when I do end the sex fight. Dont want to kill a friendly just cause theyre in the mood.

 

2. How does one actually level up their sex fight ability? My toon is a level 7 bimbo and that has helped but I still run into a lot of people that are jedi sex fighters apparently. Also not getting any XP for the kills so even though I have killed a bunch of people, Im still only level 4 lol.

Posted (edited)
17 minutes ago, Olmech said:

So I played with this a quite a bit last night and have a couple of questions:

 

1. With sex fight mechanic, if my character is doing the deed with a friendly, is it okay to end the sex fight with the hotkey or are there consequences for that? Keep seeing the naughty, naughty message pop up when I do end the sex fight. Dont want to kill a friendly just cause theyre in the mood.

 

2. How does one actually level up their sex fight ability? My toon is a level 7 bimbo and that has helped but I still run into a lot of people that are jedi sex fighters apparently. Also not getting any XP for the kills so even though I have killed a bunch of people, Im still only level 4 lol.


Thank you so much for testing! 

1. Yes, it is 100% okay to cancel sex fight mode with the button ( there should be no ill effects for doing so).
Also when one does that I indeed should eliminate the requirement to have the scene last at least 45 seconds before ending it with "End"  if not all enemies are punished, as obviously, a canceled sex fight scene won't have any punished participants., good catch, will put it on the list for the next version.


2. I am still adjusting difficulties, ( actually, in the current internal iteration your bimbo level acts as more of an amplifier on your base character level for anything sex fight-related than it does in the latest public release, I have dialed it up a bit already) though  If you are merely level 4, and you meet a level 20 or 30 enemy, then even as a bimbo level 7 you might have difficulty besting them. 
Additionally, if you are level 4 but have XP debt and a -3 level handicap, you count as a level 1 character as far as sex fight is concerned. 


On the XP aspect. 
The fact that I  use the  Sex Experience mod on my development set-up obfuscated this issue for me, didn't realize Sexfight killed enemies weret granting you their XP (paralyzed ones do as you still need to kill them"manually"). 
The script kill command  I use to kill them does list the player as the killer agent, I had assumed that's enough to attribute the experience reward on a script-kill, but obviously, I need to dig deeper here to sort this out.

 

Edited by MSM_Alice
Posted
6 minutes ago, MSM_Alice said:

The fact that I  use the  Sex Experience mod on my development set-up obfuscated this issue for me

 

There is a mod I have used previously called Sex Education I think. It worked well. May just list mods like that as quality of life mods. My character doesnt even have weapons other than junk picked up off dead raiders right now. Purposely just trying to see how far I can go with this mod on its own. Slow but entertaining process.

Posted

Also I will ask this and quit bugging you I promise.

 

Since sex fight is very dependent on action point capacity and regeneration, you probably want to invest in endurance and agility during character creation then prioritize perks to help that correct?

Posted (edited)
21 minutes ago, Olmech said:

Also I will ask this and quit bugging you I promise.

 

Since sex fight is very dependent on action point capacity and regeneration, you probably want to invest in endurance and agility during character creation then prioritize perks to help that correct?

Indeed, that is the mod I was using as well, Sex Education (not  Sex Experience).

Endurance is pretty beefed up by the implant itself each time you level up in Bimbo levels, so perhaps that's not as important but Agility,   that one you do need to invest in. 


I think only Agility really matters here.  In terms of what Endurance does to AP in normal vanilla gameplay, I think  Endurance only lowers the AP amount consumed when sprinting, but not much else. Other than that, Endurance is more about HP and damage resistance, rather than physical ability. 

Unless it also does something else like affect AP regen rate, Endurance does not have now a direct influence on sexfight AP consumption.
Only Agility does as it controls the total AP pool.

If you wonder what vanilla chems help in Sexfight via a larger AP pool or faster AP regen : 
Source: https://www.carls-fallout-4-guide.com/vats/action-points.php 

image.png.fd79f47f03792c27ce2d48dd090080a5.png

Edited by MSM_Alice
Posted
24 minutes ago, Olmech said:

Also I will ask this and quit bugging you I promise.

 

Since sex fight is very dependent on action point capacity and regeneration, you probably want to invest in endurance and agility during character creation then prioritize perks to help that correct?

And no worries about frequent questions, this is the best way I can do reliable tuning ... with questions and feedback from people who play the mod. 
I have a Discord link if you prefer that.
 

Posted

Thanks for your suggested solutions, I installed your update and also restarted a game.  Everything worked fine until Corvega, then I got a black screen and had to do a hardware reset

Posted (edited)
19 minutes ago, Pirr1967 said:

Thanks for your suggested solutions, I installed your update and also restarted a game.  Everything worked fine until Corvega, then I got a black screen and had to do a hardware reset

Thank you!
I don't do the kind of fancy things that should put so much stress on the Fallout 4 engine ( this is a simple mod, just scripts and ESP, no F4SE plugin .dll nothing fancy like that).. 

In my experience  the fallout engine sometimes stays on a dark screen if a message box pops up precisely when it does a fade-to-black transition, (I  try to avoid that in my mod, unless you play with debug popups on). Even then I just press enter or E,  and it should close the message box and resume whatever it was doing during the fade to black.

Or for an alt-tab and close the game.
Hardware reset seems extreme, something a lot more serious than a mod that uses no custom DLLs had to happen for the system to freeze like that. 

Edited by MSM_Alice
Posted (edited)

@MSM_Alice

When it comes to Schlonginius Johnson’s Bimbo community, I suggest having this as an off map location...

Having your own exterior level gives you more control and saves you quite some headaches.

 

Not to be rude, but how's your level creation skill?

Would it be easy for you to make your own levels, or do your rely on copy pasting existing level content?

 

I might willing to help out... 🤔

... if I have the time.

 

Spoiler

20220823153411_1.jpg.9a3b8910f295f1c9189389e8b21b38e9.jpg

 

Sadly I'm no good at modding... but I know how to make fancy levels, as you can see in the spoiler.

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

@MSM_Alice

When it comes to Schlonginius Johnson’s Bimbo community, I suggest having this as an off map location...

Having your own exterior level gives you more control and saves you quite some headaches.

 

Not to be rude, but how's your level creation skill?

Would it be easy for you to make your own levels, or do your rely on copy pasting existing level content?

 

I might willing to help out... 🤔

... if I have the time.

 

  Reveal hidden contents

20220823153411_1.jpg.9a3b8910f295f1c9189389e8b21b38e9.jpg

 

Sadly I'm no good at modding... but I know how to make fancy levels, as you can see in the spoiler.

That environment certainly looks great and detailed. Great job on it!

Well, I am not too much of a slow learner, as back in October of last year I hadn't built any Bethesda engine mod ever, nor ever touched Papyrus or Creation Kit.
I did work for about a decade on PC and console development, from 2005 to 2015 as a technical artist, with custom engines and editors, so I am not afraid to learn new things, and while I could perhaps pick up Bethesda-level editing maybe a bit faster than the average hobby modder, my speed wont'be great,  especially on level editing  I won't have the day-to-day speed of someone who uses the Creation kit daily to build locations. 

The plan was to learn how to use the editor, and just build locations up as time allows.

The initial plan, to get something functional out the door quickly was to start by cloning pre-war sanctuary do some heavy edits to it, and use it as a justification that SJ did all he could to provide a familiar place for the new guest to re-adjust to the world after 200 years in cryo, so he would try to copy the environment she came from. Also easy to have the Player's house, Marina's House, SJ's house and all the other NPC's that would be part of that location would each have their ready-made houses, and customizing them visually to their personality is an easier job than building them up from 0.
If the Bethesda level editor has a fancy mirror option, I would mirror it to make it feel a bit different  (unsure if they have a smart mirror because...  a smart mirror means everything needs to be flipped including the models themselves not just the height map and navmeshes and general layout,  and negative scaling along an axis needs to be treated correctly else it messes up with tangent space normal maps, not a feature that is easy to build correctly,   but useful when making racing games  :D ).

Now the dildo factory itself obviously would have to be a new addition ( and have its own interior cell),  and its exterior entrance would probably be on the hill where the vault is now. It would give it all a bit of a "medieval castle and surrounding village" feel. Built from scratch or just taken pieces of Corvega and reassembled them differently.
It is also wise to be realistic about the number of hours one can put into this, and pick a path that allows for a playable version to be released sooner rather than later,  and not get excited, over-scope everything,  just to get overwhelmed by the size of the endeavor a few weeks in and abandon it cuz it is just too much.

The whole thing would be story-wise placed on a small island in the middle of the water to the northeast of the current map, but access to it would be via fast travel via a boat, it would probably best be a different "world-space" just like Pre war sanctuary, Nuka World or Far Harbor are. 

I  guess it could also be grafted as an actual island on the main map, but it might be too headache-inducing (painting the height map, material masks and whatnot,, lifting the seafloor, and then doing everything else, )  ... I don't know it might be just simpler and generate fewer conflicts to clone prewar Sanctuary as a starting point and have that be its own separate world space. 


Then at some point,  if the interest in the mod continues to be strong, re-do each part as a full original bit of content.

Edited by MSM_Alice
Posted
32 minutes ago, MSM_Alice said:

That environment certainly looks great and detailed. Great job on it!

Well, I am not too much of a slow learner, as back in October of last year I hadn't built any Bethesda engine mod ever, nor ever touched Papyrus or Creation Kit.
I did work for about a decade on PC and console development, from 2005 to 2015 as a technical artist, with custom engines and editors, so I am not afraid to learn new things, and while I could perhaps pick up Bethesda-level editing maybe a bit faster than the average hobby modder, my speed wont'be great,  especially on level editing  I won't have the day-to-day speed of someone who uses the Creation kit daily to build locations. 

The plan was to learn how to use the editor, and just build locations up as time allows.

The initial plan, to get something functional out the door quickly was to start by cloning pre-war sanctuary do some heavy edits to it, and use it as a justification that SJ did all he could to provide a familiar place for the new guest to re-adjust to the world after 200 years in cryo, so he would try to copy the environment she came from.
If the Bethesda level editor has a fancy mirror option, I would mirror it to make it feel a bit different  (unsure if they have a smart mirror because...  a smart mirror means everything needs to be flipped including the models themselves not just the height map and navmeshes and general layout,  and negative scaling along an axis needs to be treated correctly else it messes up with tangent space normal maps, not a feature that is easy to build correctly,   but useful when making racing games  :D ).

Now the dildo factory itself obviously would have to be a new addition ( and have its own interior cell),  and its exterior entrance would probably be on the hill where the vault is now. It would give it all a bit of a "medieval castle and surrounding village" feel. Built from scratch or just taken pieces of Corvega and reassembled them differently.
It is also wise to be realistic about the number of hours one can put into this, and pick a path that allows for a playable version to be released sooner rather than later,  and not get excited, over-scope everything,  just to get overwhelmed by the size of the endeavor a few weeks in and abandon it cuz it is just too much.

The whole thing would be story-wise placed on a small island in the middle of the water to the northeast of the current map, but access to it would be via fast travel via a boat, it would probably best be a different "world-space" just like Pre war sanctuary, Nuka World or Far Harbor are. 

I  guess it could also be grafted as an actual island on the main map, but it might be too headache-inducing (painting the height map, material masks and whatnot,, lifting the seafloor, and then doing everything else, )  ... I don't know it might be just simpler and generate fewer conflicts to clone prewar Sanctuary as a starting point and have that be its own separate world space. 


Then at some point,  if the interest in the mod continues to be strong, re-do each part as a full original bit of content.

 

Extracting the Commonwealth's height map and the flipping the DDS file is an option.

But no you can't just copy Sanctuary and mirror the entire level including the assets and NavMesh, that's not really possible.

 

Copying the pre-war Sanctuary will actually be headache inducing, the area is scripted. Meaning that you'll waste time removing all the script bloat.

Plus using the pre-war assets as the main aesthetic will limit you. I know it's very tempting to use the clean looking pre-war stuff. However you'll get better results sticking with post-war asset and carefully mix it in with some pre-war things, going with a more rebuild civilization approach. More like that Covenant settlement.

 

From my experience I will say that copying existing environments doesn't really speed up building your levels.

And it may not look great all too great.

 

It's kinda similar tracing over somebody else's art... you might want to avoid that.

Drawing from reference is the way to go, same with creating levels.

 

Having this mysterious secret island map is quite cool. But... making an inland map is in my opinion easier. It's not really difficult to setup map boundaries with some basic background scenery. You could instead travel by Vertibird/helicopter.

 

No matter how you're going to approach it, building your own levels will be a slow burn.

It's better not to rush into Chapter 1, work on the prologue with steady pace... maybe make some places in the Commonwealth first?

 

20230213010522_1.jpg.eb42dadb949fad366ae9f7acbd7419f5.jpg

 

@MSM_Alice I've a decent amount of experience building from scratch, joined your Discord Server if you want the help.

Posted
18 hours ago, MSM_Alice said:

 If I try to make everyone happy and have a design that follows too many directions, I'll not be cooking something with a sense of identity, will not keep me motivated to work on it, (and will not make anyone happy)

Yeah...please dont do that. Stay true to your vision and dont let this become a swiss army knife. Sure, you have a spoon, fork and a compass...but then it kind of sucks at being a knife.

Posted (edited)
7 hours ago, Navybuster said:
 

 


Extracting the Commonwealth's height map and the flipping the DDS file is an option.

But no you can't just copy Sanctuary and mirror the entire level including the assets and NavMesh, that's not really possible.

 

Copying the pre-war Sanctuary will actually be headache inducing, the area is scripted. Meaning that you'll waste time removing all the script bloat.

Plus using the pre-war assets as the main aesthetic will limit you. I know it's very tempting to use the clean looking pre-war stuff. However you'll get better results sticking with post-war asset and carefully mix it in with some pre-war things, going with a more rebuild civilization approach. More like that Covenant settlement.

 

From my experience I will say that copying existing environments doesn't really speed up building your levels.

And it may not look great all too great.

 

It's kinda similar tracing over somebody else's art... you might want to avoid that.

Drawing from reference is the way to go, same with creating levels.

 

Having this mysterious secret island map is quite cool. But... making an inland map is in my opinion easier. It's not really difficult to setup map boundaries with some basic background scenery. You could instead travel by Vertibird/helicopter.

 

No matter how you're going to approach it, building your own levels will be a slow burn.

It's better not to rush into Chapter 1, work on the prologue with steady pace... maybe make some places in the Commonwealth first?

 

20230213010522_1.jpg.eb42dadb949fad366ae9f7acbd7419f5.jpg

 

@MSM_Alice I've a decent amount of experience building from scratch, joined your Discord Server if you want the help.
 

 

 

Thank you. The help offer is very much appreciated!
I will ping you when I get to the point where help is needed, it might be more questions about editor functionalities or recommended best practices for Bethesda tools than anything else. 


Right now I'm still a fair way away from starting  tome1

In terms of mechanics developed in the prelude,  I do want to do the load detection mechanic mentioned here, so that each choice one makes in a certain playthrough matters more and cannot simply be undone with a quick save quick load with no repercussions.:

 , and if that ends up working, means I need to be building the courtroom for the multiplanar tribunal. 

There is also the de-bimbofication school that needs its interior cell, the secrecy part of it means that exterior-wise, I can get away with a well-placed unassuming door somewhere in the Commonwealth
I realized there is a "videos of the Commonwealth" mod that allows  TVs and projectors to show real video files, so maybe that can be part of the class experience, we'll see. 
Or maybe I will just move some pre-textured quads around via script, and make it like a slideshow on a board (not a real video). 


There is also this idea that each bimbo level-up has an associated dream sequence, and those will likely have to be pre-war locations or at least some of them.
The idea here is that the player is faced with something like a challenge from their past, except now they negotiate that situation with the newly acquired bimbo skills and apply some ridiculous bimbo-solve to it all instead of what had originally happened. 
Spoiler though

 


The catch is that later on in the story,  you realize those were not mere dreams... Instead, you were actually being sent  back   and doing all those things in earnest in your past,  basically planting yourself  the seeds of your bimbofication in your history, so it becomes a self-fulfilling prophecy in the present   (that's how the bimbofication system was designed to work  a cycle of suggestion,  past reinforcement - > present alteration, then again )

 


There's not a lot of activity on the Discord I made for the mod just yet, there just a lot of lurking :)

@Olmech Thank you! No worries, i was going to do that anyway :D .  That does not mean I close off all external advice, quite the opposite I do hear each bit of feedback with an open heart to decide if it makes sense /fits into the existing vision or not. Some of them might be good or even great ideas, some are simply not for this one, for other future mods.

 

Edited by MSM_Alice
Posted

I think MHK is the "Milking Human Kindness" mod.

 

Also, while I am here (I haven't spun up a new FO4 game recently, so am not currently in a good position to test this mod - call me lazy, I guess): Generally speaking, I prefer mods which let me (the player) configure "consent issues" once (like, in mcm, or maybe a config file) rather than in-game.

 

In game consent is great for romantic encounters. But it' tends to be mediocre or awful for anything related to player defeat or hinderance (including, for example, bimbofication limits - it should be up to the player whether they want to engage in that kind of gameplay, but player character consent can be something very different). For small mods, this can be simple - uninstall the mod if you do not like it. But for big mods, ... well... I hope I am making sense...

 

On a slightly related note, anything which kicks in during new game is something that should be designed for the player to encounter many, many times. FO4 debugging often requires restarting with a new game. (And, this becomes an issue and a half when a player has some familiarity with the mod and wants to incorporate its feature in a "different story line".)

 

I hope some of this helps (and none of this should be understood to be criticism of this mod, because I have not yet had a chance to test it).

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