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Posted (edited)

Putting this here to open for feedback, and order my thoughts:
The more I think about it, the more I realize I should take this opportunity when I am refactoring the "Last Round " detector, to improve the system that judges satisfaction on an NPC with a scene,( and punishment when overwhelmed with pleasure - though that part will largely stay as is).

The current system, perhaps, does not have enough depth, can be made better,  and more robust for future gameplay and mod extensions. 

 


Right now, instead of having some Punish arrays where I store all the partners to apply the punishment at the end, that hold:
0 - no punishment 
1 - Tier 1 punish (Paralysis/frenzy)  - Qualified by getting at least a Mindblowing Orgasm or having Mindblowing pleasure built up at the end of the scene.
2 - Tier  2 pnish( death)  - Qualified by getting at least a Galactic Orgasm or having Galactic pleasure built up at the end of the scene.
 

Which is a workable system, but without a lot of room for nuance.

 

 

I could build a different system based on ~ 35 Actor values that stick with the actor, which conceptually is compatible with this one. 

Based on those values, I can decide how much "critical pleasure" an actor received ( so the paralisys /death can be decided) BUT  aside from that critical pleasure,  how satisfied/dissatisfied an actor would be with the most recent scene ( in this case with the player)  in general, so that more subtle gameplay aspects can matter as well based on that satisfaction/disatisfaction, in future stories.


 


Those Actor values (for each NPC)  can be
A. ActorValues updated on the Sex Act, ( used to judge  the degree of punishment or of satisfaction with the scene at the end)

- Time stamp of most recent sex act with the player:  Start Time 

- Time stamp of most recent sex act with the player: End Time 

- Total Orgasms had in the most recent sex act with the player 

- Total Mindblowing or better Orgasms had in the most recent sex act with the player

- Total Galactic Orgasms had  in the most recent sex act  with the player

- Total Mindblowing or better Orgasms had in the most recent sex act sequence with the player (like violate, some events spawn a sequence of  acts)

- Total Galactic Orgasms has  had in the most recent sex act sequence (like violate, spawns a sequence of acts, not  just one )

- Actor's dynamically determined opinion on the most recent sex act received pleasure quality  (of course, this,if good enough, can override opinion on length) 

- Actor's dynamically determined opinion on the most recent sex act length  (probably only matters if the pleasure quality was less than stellar) 

- Actor's dynamic opinion on act type,   unusual events that had happened in the  most recent sex act (item stealing or whatnot, saying ridiculous things that mess with their head) 

 

 

B. ActorValues Actor's various preferences on scene min length and intensity  (these will probably be manually set for the unique story NPCs, and procedurally filled up for the rest). They will be used to judge  the degree of satisfaction of the actor with the scene at the end
- Does the actor have a personal preference on a minimum satisfactory sex act length (if not,  it will be procedurally determined onplayer MCM settings)

- Personal actor preference on what constitutes a minimum satisfactory sex act length
- Does the actor have a personal preference on a minimum orgasm quality to be had in an act?  (if not,  it will be procedurally determined)

- Personal actor preference on what constitutes minimum acceptable quality to be had in an act.

 

C. ActorValues that constitute the Actor's various preferences/fetishes  (these will probably be manually set for the unique story NPCs, and procedurally filled up for the rest) and used at the start to decide how easy it is for them to get pleasure in an act (could be an AP cost modifier, could be the speed at which their pleasure varies). 


- Does the actor have a personal preference on act type (top/ bottom).

- What is the Personal actor preference regarding Top/bottom roles

- Personal actor preference level for vaginal sex

- Personal actor preference for oral sex

- Personal actor preference for anal sex

- Personal actor preference for not-as-sexual intimacy ( cuddles/dancing/kissing - animations like the one from the CHALKS mod)
- Personal actor preference for participant count in one sex anim (min)  (group sex)

- Personal actor preference for participant count (max)  (group sex)

- Personal actor preference/fetish  for partner restraints / BDSM 

- Personal actor preference/fetish  for self-restraints / BDSM 

- Personal actor preference/fetish  for min butt size

- Personal actor preference/fetish  for max butt size

- Personal actor preference/fetish  for min chest size

- Personal actor preference/fetish  for max chest size

- Personal actor preference/fetish  for belly size

- Personal actor preference/fetish  for tightness

- Personal actor preference/fetish  for looseness 

- Personal actor preference/fetish  for cleanliness/dirtiness (dirt on skin, juices on skin)

- Personal actor preference/fetish  for proper look/messed up look (looks variable:   messed up hair/makeup)

- Personal actor preference/fetish for piercings and tats vs a cleaner look.   

- Personal actor preference/fetish for someone who dresses provocatively vs dressing prim and proper. (SAKR Score) 

- Personal actor preference/fetish  for moral partners/ slutty partners (player SexFame)

 

 

Those can be positive or negative; there could be actors who are grossed out by anal sex, for instance, so engaging with them on that front makes their pleasure be almost impossible to drive up. Hence, Mindblowing or Galactic orgasms are impossible on that route for them.
  It could be an interesting challenge for a player to discern the preferences of a certain actor and engage with them accordingly.  

Edited by MSM_Alice
Posted
2 hours ago, MSM_Alice said:

extremely short, within the first 10 seconds or s

Huh, definitely seen that after the 10sec, but fair. Can still let the eldritch crew provide enhanced correction for lacklustre performance though, and while the logic is sound it doesn't account for debugging issues or outside interference.

 

2 hours ago, MSM_Alice said:

I think that is not working correctly when followers are involved

Heather Casdin mod, surprisingly good company. Unfortunately, seems not to be the core issue as I went solo and still had stilted triggers...I suspect at least part of the problem is the activation window: the first few (half?) aggro'd progress through animation and punishment, the others remain pacified until timer ticks out and then another fraction get processed. Disabling Violate's "Only combatants" option allowed all to run (and a lot of things just passing by) but declared they'd all resisted, added restraints, removed restraints, then killed them after Pacify wore off.

 

Moot point I guess if you're redesigning the system, but I do have papyrus logs if you want them.

Posted
19 minutes ago, MSM_Alice said:

Putting this here to open for feedback, and order my thoughts:
The more I think about it, the more I realize I should take this opportunity when I am refactoring the "Last Round " detector, to improve the system that judges satisfaction on an NPC with a scene,( and punishment when overwhelmed with pleasure - though that part will largely stay as is).

The current system, perhaps, does not have enough depth, can be made better,  and more robust for future gameplay and mod extensions. 

 


Right now, instead of having some Punish arrays where I store all the partners to apply the punishment at the end, that hold:
0 - no punishment 
1 - Tier 1 punish (Paralysis/frenzy)  - Qualified by getting at least a Mindblowing Orgasm or having Mindblowing pleasure built up at the end of the scene.
2 - Tier  2 pnish( death)  - Qualified by getting at least a Galactic Orgasm or having Galactic pleasure built up at the end of the scene.
 

Whichis a workable system, but without a lot of room for nuance.

 

 

I could build an ifferent system based on ~ 35 Actor values that stick with the actor, which conceptually is compatible with this one. 

Based on those values, I can decide how much "critical pleasure" an actor received ( so the paralisys /death can be decided) BUT  aside from that critical pleasure,  how satisfied/dissatisfied an actor would be with the most recent scene ( in this case with the player)  in general, so that more subtle gameplay aspects can matter as well based on that satisfaction/disatisfaction, in future stories.


 


Those Actor values (for each NPC)  can be
A. ActorValues updated on the Sex Act, ( used to judge  the degree of punishment or of satisfaction with the scene at the end)

- Time stamp of most recent sex act with the player:  Start Time 

- Time stamp of most recent sex act with the player: End Time 

- Total Orgasms had in the most recent sex act with the player 

- Total Mindblowing or better Orgasms had in the most recent sex act with the player

- Total Galactic Orgasms had  in the most recent sex act  with the player

- Total Mindblowing or better Orgasms had in the most recent sex act sequence with the player (like violate, some events spawn a sequence of  acts)

- Total Galactic Orgasms has  had in the most recent sex act sequence (like violate, spawns a sequence of acts, not  just one )

- Actor's dynamically determined opinion on the most recent sex act received pleasure quality  (of course, this,if good enough, can override opinion on length) 

- Actor's dynamically determined opinion on the most recent sex act length  (probably only matters if the pleasure quality was less than stellar) 

- Actor's dynamic opinion on act type,   unusual events that had happened in the  most recent sex act (item stealing or whatnot, saying ridiculous things that mess with their head) 

 

 

B. ActorValues Actor's various preferences on scene min length and intensity  (these will probably be manually set for the unique story NPCs, and procedurally filled up for the rest). They will be used to judge  the degree of satisfaction of the actor with the scene at the end
- Does the actor have a personal preference on a minimum satisfactory sex act length (if not,  it will be procedurally determined onplayer MCM settings)

- Personal actor preference on what constitutes a minimum satisfactory sex act length
- Does the actor have a personal preference on a minimum orgasm quality to be had in an act?  (if not,  it will be procedurally determined)

- Personal actor preference on what constitutes minimum acceptable quality to be had in an act.

 

C. ActorValues that constitute the Actor's various preferences/fetishes  (these will probably be manually set for the unique story NPCs, and procedurally filled up for the rest) and used at the start to decide how easy it is for them to get pleasure in an act (could be an AP cost modifier, could be the speed at which their pleasure varies). 


- Does the actor have a personal preference on act type (top/ bottom).

- What is the Personal actor preference regarding Top/bottom roles

- Personal actor preference level for vaginal sex

- Personal actor preference for oral sex

- Personal actor preference for anal sex

- Personal actor preference for not-as-sexual intimacy ( cuddles/dancing/kissing - animations like the one from the CHALKS mod)
- Personal actor preference for participant count in one sex anim (min)  (group sex)

- Personal actor preference for participant count (max)  (group sex)

- Personal actor preference/fetish  for partner restraints / BDSM 

- Personal actor preference/fetish  for self-restraints / BDSM 

- Personal actor preference/fetish  for min butt size

- Personal actor preference/fetish  for max butt size

- Personal actor preference/fetish  for min chest size

- Personal actor preference/fetish  for max chest size

- Personal actor preference/fetish  for belly size

- Personal actor preference/fetish  for tightness

- Personal actor preference/fetish  for looseness 

- Personal actor preference/fetish  for cleanliness/dirtiness (dirt on skin, juices on skin)

- Personal actor preference/fetish  for proper look/messed up look (looks variable:   messed up hair/makeup)

- Personal actor preference/fetish for piercings and tats vs a cleaner look.   

- Personal actor preference/fetish for someone who dresses provocatively vs dressing prim and proper. (SAKR Score) 

- Personal actor preference/fetish  for moral partners/ slutty partners (player SexFame)

 

 

Those can be positive or negative; there could be actors who are grossed out by anal sex, for instance, so engaging with them on that front makes their pleasure be almost impossible to drive up. Hence, Mindblowing or Galactic orgasms are impossible on that route for them.
  It could be an interesting challenge for a player to discern the preferences of a certain actor and engage with them accordingly.  

hmm, so in the state were preferences/fetishes are involved - would there be a way that the character would be aware of this.   She is supposed to be a sex expert/bimbo so she should have a very good feel for how her actions are working on the opponent.   Or maybe this is a place where the QoH would chime in and say ' this one seems (insert the issue - like repulsed by anal for example, or seems to prefer to be Top instead of Bottom)" and this would be a clue for the player to switch animations.   I am pretty sure a pop up for a different act/position would be quite difficult to pull off so it would be up to the player to find one that would work better (if there is one available depending on the variables involved)  

 

Was also thinking about something that came up in my last playthrough where I was being ganbanged by 3 opponents who were difficult opponents due to their level and rank.   While sexfight was working - it took a very long time to get each to succumb and was not able to get all 3 defeated in time.   Would there be an option possible to expand BP to add 30 seconds to the scene to allow completion if the player thinks they are close and maybe could achieve full victory?   This may be difficult to mix in with violate timers as its already pretty amazing what is being accomplished.

 

I have not had a chance to start a new game with the Get Dirty mod and accompanying mods that work with the latest version of MSMA but it would be interesting to see how interesting/excited opponents would feel to have sex with a dirty girl vs someone who is clean (which is somehow still rare in a world that has running water - but lazy people who don't know how to clean themselves or their houses....).   I would think Raiders would be really happy to bang the rich girl - where super mutants/ghouls could care less.   How would the creatures react now that violate is able to use bugs and such more effectively, even radstags.   How about companions/settlers/townfolk etc.

 

Last thing I am really interested in the new feature you added - the bimbo surrender.   I normally never draw a weapon if I am going to sexfight a group so this works perfectly.   If say for example you go the bimbo surrender route for all of your encounters and never actually kill anyone do you get a lot of fame for gossip from the raiders of this girl who comes and bangs the crew into mind blowing orgasms then disappears into the night.   Maybe they get real excited when they realize who you are and are easier to get to mindblowing or galactic level orgasms.   I think it was mentioned but is there a (sex heaven) dazed timer instead of paralyze/frenzy for when you bimbo surrender.   The only issue I see with any of this is the scripted fights where you have to eliminate enemies for the next group to show (concord being the best example).   I would go as far as to say sexfight should probably be avoided during that whole rescue sequence (and no companions especially dogmeat!) - maybe even a warning from Marina/Codsworth/QoH about how these raiders seem different in some way and maybe should be handled with care (or avoid sexfight if talking to Marina/QoH)

 

All of this aside your progress and development of the systems in the Mod are exciting, and can not wait until we get to meet SJ and continue the story as if the journey there is any indication of what's to come it will be epic level.

 

I think I might try a little Nora route in my next playthrough - just wish there was a way to jump back and forth between the NR world and the normal commonwealth as you see fit.   But NR is not really build in around you prancing around the commonwealth on a regular basis and going back for more NR storyline when you please.   I really wish there was a route with just the Porn side and no OB or main story but that is basically impossible with a mod that large and story driven like that.

Posted
1 hour ago, MSM_Alice said:

Putting this here to open for feedback, and order my thoughts:
The more I think about it, the more I realize I should take this opportunity when I am refactoring the "Last Round " detector, to improve the system that judges satisfaction on an NPC with a scene,( and punishment when overwhelmed with pleasure - though that part will largely stay as is).

The current system, perhaps, does not have enough depth, can be made better,  and more robust for future gameplay and mod extensions. 

 

 

 

Hi MSM_Alice,

 

Just have to say, I think this last version really made some very significant improvements.  This version allows my "setname" to remain, no matter how often QoHs or any other actions take place.  

 

The camera is much better, though there have been some occasions where it seems to be a bit locked in place, and then I have to hit one of the hotkey assigned camera angle keys to get it to adjust.  It is not in all scenes, but in a couple from time to time, still much better.

 

I am not sure if this is a feature of the mod, may need your feedback on this one.  I happened to have sex with the Queen of Hearts entity.  If anyone looks at me or speaks to me, I try to jump their bones.  Just saying!  I also tried to hack and jump the orbital robot eye as well.  Anyway, the QoH paid for my service, and later when I was about to engage in a series of gangbangs.  I got the message that something about my nanites not being active, that the entity may be paralyzed, dazed or something else.  I can go back to the earlier 'Save' just wanted to check on whether my characters libido finally overwhelmed her QoH's side.  Figured I'd ask the creator since I am here leaving some feedback.  Really loving this version.  I have not run into any issues; other than the ones I crazily create on my own. 

Posted
2 minutes ago, nefer385 said:

I am not sure if this is a feature of the mod, may need your feedback on this one.  I happened to have sex with the Queen of Hearts entity.  If anyone looks at me or speaks to me, I try to jump their bones.  Just saying!  I also tried to hack and jump the orbital robot eye as well.  Anyway, the QoH paid for my service, and later when I was about to engage in a series of gangbangs.  I got the message that something about my nanites not being active, that the entity may be paralyzed, dazed or something else.  I can go back to the earlier 'Save' just wanted to check on whether my characters libido finally overwhelmed her QoH's side.  Figured I'd ask the creator since I am here leaving some feedback.  Really loving this version.  I have not run into any issues; other than the ones I crazily create on my own. 

Oh, by the way, I turned off the SexFight Combat-Kill mode when I engaged in sexual contact with the Queen of Hearts.  I am unruly yes, but not a monster.  😄

Posted (edited)
51 minutes ago, JemappelleRedacted said:

Huh, definitely seen that after the 10sec, but fair. Can still let the eldritch crew provide enhanced correction for lacklustre performance though, and while the logic is sound it doesn't account for debugging issues or outside interference.

 

Heather Casdin mod, surprisingly good company. Unfortunately, seems not to be the core issue as I went solo and still had stilted triggers...I suspect at least part of the problem is the activation window: the first few (half?) aggro'd progress through animation and punishment, the others remain pacified until timer ticks out and then another fraction get processed. Disabling Violate's "Only combatants" option allowed all to run (and a lot of things just passing by) but declared they'd all resisted, added restraints, removed restraints, then killed them after Pacify wore off.

 

Moot point I guess if you're redesigning the system, but I do have papyrus logs if you want them.


That's like some wild case, and I can't wrap my head around how that might happen.

The mod adding ( or removing ) restrains is just Violate.
MSMA does not add/remove restraints in that scenario.
All I do in MSMA is tell violate to equip any potential restraint that you would want in Violate,  on end or on start. 
What I do when the outcome is softened is that I tell Violate  by default  "restraints, if any,  should actually be equipped on end" and before violate gets to the end,  if they not supposed to get equipped, I change the settings sneakily mid sex scene, and  tell violate "restrainsts are actually only equipped at start,  too late now, you have no restraints to equip on end "
So I " trick"  it this way to not equip them ever, if the sexfight was " won". 


I have no clue what mod would unequip them, though, as I don't think that would be MSMA for sure, and maybe not Violate either.

Maybe.. maybe,  it was merely a perceptual thing with equip/unequip, as maybe Violate also supports, like SH, temporarily removing restraints one had from before when a new scene starts, butit re-equips them at the end. 

So maybe what had happened was: 
- failed sexfight (or perceived as failed) , then Violate put some restraint at the end.
- new violate scene started (too soon if you ask me) and then temporarily hid the restraints it had just equipped (but not really removed, they are supposed to come back at the end anyway).


I never do partial processing pf NPC punishes, so I have no clue what could cause them to get punished in two separate waves, if there were not two separate violate scenes, with two separate arrays, mushed together in a short amount of time.

 

 

You can send them. I am redesigning, true,  but some parts will remain the same, so if I understand what was happening, it will help in the redesign.

Edited by MSM_Alice
Posted

Just my quick little follow-up to my above post.  Queen of Hearts is a real trooper.  The QoH was active and good to go upon my loading the game.  So, even my craziness did not cause any issues with the QoH entity.  

Posted (edited)
1 hour ago, Mimirue17 said:

hmm, so in the state were preferences/fetishes are involved - would there be a way that the character would be aware of this.   She is supposed to be a sex expert/bimbo so she should have a very good feel for how her actions are working on the opponent.   Or maybe this is a place where the QoH would chime in and say ' this one seems (insert the issue - like repulsed by anal for example, or seems to prefer to be Top instead of Bottom)" and this would be a clue for the player to switch animations.   I am pretty sure a pop up for a different act/position would be quite difficult to pull off so it would be up to the player to find one that would work better (if there is one available depending on the variables involved)  


There are a number of ways to do that, besides trial and error.
At some point, i was considrering even if I could mods VATS to tell these things, but my skill is no tthere yet.  Will see
There's probably some unlockable perks and skills the bimbo will unlock in the story that allow her to "see" that. 

I do think there there are some animation changes that are possible mid-scene dynamically, and that will definitely be explored,  but there are also some limites, for instance, in multi actorscenes, there is no reliable way to dynamically determine which NPC is doing what specifically. 
So most adjustments will probably be designed for one-on-one scenarios

 

I don't want to spawn popups mid sex scenes as most mods time scenes on real-time seconds that don;t pause when menus are opened, any popup "eats" the scene time.
Will see.
 

Quote

Was also thinking about something that came up in my last playthrough where I was being ganbanged by 3 opponents who were difficult opponents due to their level and rank.   While sexfight was working - it took a very long time to get each to succumb and was not able to get all 3 defeated in time.   Would there be an option possible to expand BP to add 30 seconds to the scene to allow completion if the player thinks they are close and maybe could achieve full victory?   This may be difficult to mix in with violate timers as its already pretty amazing what is being accomplished.

Lengthening time is tricky, but shortening them  (like the auto exit on cooked) is easy.
Set your default times longer (MSMA has violate timer increasers settings too I think, aside from " max sexfight length" ),  and that will be a problem of the past. Because you can always auto-exit when cooked earlier.


 

Quote

I have not had a chance to start a new game with the Get Dirty mod and accompanying mods that work with the latest version of MSMA but it would be interesting to see how interesting/excited opponents would feel to have sex with a dirty girl vs someone who is clean (which is somehow still rare in a world that has running water - but lazy people who don't know how to clean themselves or their houses....).   I would think Raiders would be really happy to bang the rich girl - where super mutants/ghouls could care less.   How would the creatures react now that violate is able to use bugs and such more effectively, even radstags.   How about companions/settlers/townfolk etc.


Yes. Ofc right now the preferences for that are not in, right now it is a basic assumption:  clean-always better. dirty- always worse. 

 

Quote

Last thing I am really interested in the new feature you added - the bimbo surrender.   I normally never draw a weapon if I am going to sexfight a group so this works perfectly.   If say for example you go the bimbo surrender route for all of your encounters and never actually kill anyone do you get a lot of fame for gossip from the raiders of this girl who comes and bangs the crew into mind blowing orgasms then disappears into the night.   Maybe they get real excited when they realize who you are and are easier to get to mindblowing or galactic level orgasms.   I think it was mentioned but is there a (sex heaven) dazed timer instead of paralyze/frenzy for when you bimbo surrender.   The only issue I see with any of this is the scripted fights where you have to eliminate enemies for the next group to show (concord being the best example).   I would go as far as to say sexfight should probably be avoided during that whole rescue sequence (and no companions especially dogmeat!) - maybe even a warning from Marina/Codsworth/QoH about how these raiders seem different in some way and maybe should be handled with care (or avoid sexfight if talking to Marina/QoH)

The bimbo surrender would work in synergy with the new system (even better than the current system) .
Because the newsystem does not hard require you tokill paralize, it can also work based on the satisfaction that enemies get from a scene, even if not killed/paralized. 
If some of them need to die, because the vanilla story wants it so, then they need to die. It is what it is.


I very much want to have the SA sex fame stat be seen as that "fame with the raiders that gets them excited" . Because that is what WEdge's movies also drive up, and it makes sense.
Maybe raiders by default have that  - Personal actor preference/fetish  for moral partners/ slutty partners (player SexFame) "  set very high to prefer high fame. And then it would work in this direction.

 

 

Quote

All of this aside your progress and development of the systems in the Mod are exciting, and can not wait until we get to meet SJ and continue the story as if the journey there is any indication of what's to come it will be epic level.

Thank you!
Big Schlong Daddy will come at some point, but I do want to have bulletproof systems for gameplay first  :).


I am actually considering postponing the quest in the physical location of the De-Bimbo school for Act 1, so I have time for procedural gameplay system polish and fine-tuning, and adding in a lot more QoH lines. 
If you know any mods with outrrageours ponpadour hairdos for males, or walking animations with canes, even Salvador Dali mustaches whatnot, let me know.
I want his vibe to be as close to Ruby Rhod from the Fifth Element as possible. :D . But a silly moustache could be fun too


 

Quote

I think I might try a little Nora route in my next playthrough - just wish there was a way to jump back and forth between the NR world and the normal commonwealth as you see fit.   But NR is not really build in around you prancing around the commonwealth on a regular basis and going back for more NR storyline when you please.   I really wish there was a route with just the Porn side and no OB or main story but that is basically impossible with a mod that large and story driven like that.

 

 

In the past, when I wanted to do that at some point, I  would just use the console to teleport from NukaWorld to Sanctuary and back, and not have to deal with the added complications of timed visits.  




 

Edited by MSM_Alice
Posted (edited)
1 hour ago, nefer385 said:

 

Hi MSM_Alice,

 

Just have to say, I think this last version really made some very significant improvements.  This version allows my "setname" to remain, no matter how often QoHs or any other actions take place.  

Thank you! 

Yes, the name thing, and the interruption make me realize that having the player entity deliver the QoH lines,  as elegant as it was, was causing too many headaches in other ways.
So I have to spawn and carry around an invisible (though obviously not as invisible as I would want) actor entity to deliver those lines as needed.
Opted for a floating head so it would at least be funny if accidentally visible.

There is one aspect that was lost with that change and that  I mourn, which is that if the if player entiy was delivering the QoH lines,  the QoH voice was still played at full volume, and the subtitles for it were still seen, even in the dialogue scenes the player was part of. 
So QoH could, for instance, opine on dialogue choices that the player was about to make. 
To have that happen now, I need to manually add new QoH entity as a participant to those scenes, otherwise, it is heard muffled and without subtitles.
I can add it as a participant, but it will only apply to new dialogue scenes that the MSMA mod creates, as I don't really want to override vanilla dialogue scenes,  as that can be a source of never-ending bugs. 
Will see.

 

Quote

The camera is much better, though there have been some occasions where it seems to be a bit locked in place, and then I have to hit one of the hotkey assigned camera angle keys to get it to adjust.  It is not in all scenes, but in a couple from time to time, still much better.

Thank you .
The new Alt AAF camera actually starts directly with the freer one now,  the one anchored on the invisible eyebot,  not with the older, more strict orbit mode anchored onthe player entity. The one anchored on the eyebot does not need any keys related to the angle,  just at most the two keys related to the elevation (up /down).


The main difference control-wise from the original FlyCam is that up and down have to be done via the two mappable hotkeys. 
Of course, the big positive difference is that it displays dialogue choices (if any)  and subtitles for what is being said;  the drawback is that it still has collisions with objects (not the eyebot entity, that one can go everywhere, but the camera itself following the eyebot, that one still has collisions and moves oddly around at times) 
I was actually considering taking out the more strict orbit mode out alltogether, and just leave the one centered on the eyebot, but then decided to leave iboth in for whoever prefers oneover the othere other.  The eyebot one, I think, feels the most like the old one. The orbit mode is okay, but it feels perhaps too restrictive.

 

I still have to see if I can activate it faster and toggle it off later, as right now it starts a bit late and ends a bit early. 

 

Anyway, I haven't put in any mid-aaf scenes dialogue choices yet,  so the only net positive from this cam mode so far is that you are seeing the subtitles from the  QoH lines.
If you think you can live without seeing her subtitles, and are content to hear her audio-only, you can, at least for now, toggle that MCM setting in the QoH section off and have the default AAF camera still be the old flycam for a while.

 

 

 

 

Quote

I am not sure if this is a feature of the mod, may need your feedback on this one.  I happened to have sex with the Queen of Hearts entity.  If anyone looks at me or speaks to me, I try to jump their bones.  Just saying!  I also tried to hack and jump the orbital robot eye as well.  Anyway, the QoH paid for my service, and later when I was about to engage in a series of gangbangs.  I got the message that something about my nanites not being active, that the entity may be paralyzed, dazed or something else.  I can go back to the earlier 'Save' just wanted to check on whether my characters libido finally overwhelmed her QoH's side.  Figured I'd ask the creator since I am here leaving some feedback.  Really loving this version.  I have not run into any issues; other than the ones I crazily create on my own. 

No, AAF  scenes with QoH that shouldn't be possible. :)
The QoH entity should be virtually nonexistent aside from delivering her audio lines.



Maybe I messed up and added the wrong keyword/flag to that entity,  maybe I erroneously add AAF_Busy to her instead of  AAF_Blocked.  Will have to check.
The message you see was probably as you tried to activate your brain implant or punish functions, in certain story  AAF scenes, where the actors you are interacting with aren't supposed to be paralyzable and/or killable via SexFight.
Like Wedge, or the lovers in Bimbo Limbo, 
 
 

Edited by MSM_Alice
Posted (edited)
50 minutes ago, nefer385 said:

Just my quick little follow-up to my above post.  Queen of Hearts is a real trooper.  The QoH was active and good to go upon my loading the game.  So, even my craziness did not cause any issues with the QoH entity.  

Thank you. I am resetting her transparency and status at the end of every uttered line and each loaded game, but if there is a way for her to misbehave in the interim, I will find it and ideally sort it out.

 

In the latest build with the Get Dirty integration, I think she should be correct, that is, never be visible as a floating head again.

She should be virtually nonexistent in the game world, aside from dropping her audio lines and subtitles.

In older builds, she would appear as a floating head at times, but it should no longer be the case. 

Edited by MSM_Alice
Posted
2 hours ago, MSM_Alice said:

I could build a different system based on ~ 35 Actor values

Unless the system is diverging from "Max punishment or Max Time", I'd drop section B...though it would be interesting if enough orgasms happen the friendly/customer begs for mercy and tries to stop early could be interesting, as could PC begging violators for more...perfect use of the QoH system I'd say 😎

 

In a Violate scenario, one has to assume they'll be picking the act so it makes little sense for section C to really matter much in most hostile cases, but for friendly scenarios that might take a lot more dialogue for you to gauge interest before starting.

 

48 minutes ago, MSM_Alice said:

So maybe what had happened was: 
- failed sexfight (or perceived as failed) , then Violate put some restraint at the end.

It summoned, in rough order: 1x4 Swampfolk anim  (South of the Seas variant raiders I believe), 2x single Mirelurk anims, 3x single bloodbug anims, and another 4 Swampfolk anim. All cooked off and stopped early, but the latest sex report said 8 resisted. This was a really short session, so it was both the first and last scenario and there was no opportunity to get the arm binders any other way. They all died after the pacification timer, supporting the cook off early finish results...hopefully log 3 has useful info. 

 

1 hour ago, Mimirue17 said:

just wish there was a way to jump back and forth between the NR world and the normal commonwealth as you see fit

I mean, so long as you're not OB's Bitch, you can...even before JB supposedly let the train station work (power is always out for me), the fast travel points worked, as did Kaiser, William, Charon, and the Bikie Nukatron. Yeah, you have to do some main quests to get all your movies made, but then you can just refilm them and flounce off to DC at will.

 

54 minutes ago, MSM_Alice said:

Set your default times longer (MSMA has violate timer increasers settings too I think, aside from " max sexfight length" ),  and that will be a problem of the past. Because you can always auto-exit when cooked earlier

Orrr....just thinking out loud, what if you set Violate Max to, say 180 seconds, but give MSMA a "Standard" 110sec window to ask the QoH to give you a bit longer, and if you don't take it it decrease ViolateMax to 120-125. This way you're both keeping the "average" interaction ~120 seconds, but can extend without trying to add time to the anim.

 

Actually, that raises another question: is AAF real time or affected by timescale? If the latter, maybe QoH could use her own version of VATS (Bimbo-Assisted Sexact-System) to slow time when she throws dialogue your way... 

 

1 hour ago, nefer385 said:

I am not sure if this is a feature of the mod

Ah, no, it's not....MSMAlice has tried very hard to stop QoH from getting laid 🤔 It's been working on my end, too...she hasn't jumped on any tentacles lately. Okay, that one time I did use an alternate activation seduce option on her when she was invisible (when I couldn't follow through her head attacked me) but that was a few iterations ago so it doesn't count.

Papyrus.0 Autosurrender.log Papyrus.0 Autosurrender 2.log Papyrus.0 Autosurrender 3.log

Posted (edited)
1 hour ago, JemappelleRedacted said:

Unless the system is diverging from "Max punishment or Max Time", I'd drop section B...though it would be interesting if enough orgasms happen the friendly/customer begs for mercy and tries to stop early could be interesting, as could PC begging violators for more...perfect use of the QoH system I'd say 😎

 

Could be interesting, but those values listed there are meant for a system to figure out what consitutes a minimum "passable" viable interaction, not a maximum one. 
We know what the maximum one is. But it is interesting to also have some form of " too much", but that's not what these are for.

For instance, to determine if, in an infiltration scenario, some theoretical high level warehouse guards will allow you to go on with a softened violate end (i.e.:  without putting restraints on you),   even though you didn't manage to get them cooked, but you did do your best for about 60 to  120 seconds,  and maybe in this time frame you even scored some okay orgasms, just not enough to get them cooked. 
That kind of dilligent effort should get a basic "pass" if done in bimbo-surrender mode, as it means the bimbo had the best intention at heart, just was not skilled enough.

To further the mission, you do need to get them dazed enough to bimbo-loot and steal the keys; so you still can't get in until you get better at sexfight, but if one didn't achieve that,  but also didn't try to shoot her way in,  there's no need to extremely punish an honest (albeit mediocre) attempt, that had the minimum time and effort put in. 


Ater all, only the "lazy"  players who are both canceling things too soon while not achieving any great pleasure, should get the guards angry (for getting them worked up over nothing).
 

 

 

Quote

 They all died after the pacification timer, supporting the cook off early finish results...hopefully log 3 has useful info. 


So then the system did work in the sense that they were indeed cooked, and got punished exactly as cooked; none of them really truly resisted. 

Have to figure out why the report missed that. 
Was it the mid sex report  (using present tense) or the post-sex report (using past tense)?

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

Thank you. I am resetting her transparency and status at the end of every uttered line and each loaded game, but if there is a way for her to misbehave in the interim, I will find it and ideally sort it out.

 

In the latest build with the Get Dirty integration, I think she should be correct, that is, never be visible as a floating head again.

She should be virtually nonexistent in the game world, aside from dropping her audio lines and subtitles.

In older builds, she would appear as a floating head at times, but it should no longer be the case. 

 

Oh okay.  Well, in my weird case.  I never did see the QoH or the Orbital Eye Robot.  My mods just happen to 'pick' them up at times.  Matter of a fact, the QoHs first tried to interact with my character via the AAF Prostitution mod, I keep the setting for Extended Customers Approach active most of the time, which causes NPCs to approach the PC, the QoHs did that to my character.  But, when I attempted to engage, the timer may have gone off and the QoHs 'entity' (of which I had never seen) was no longer around.  The 2nd time of which I was referring also came from the AAF Prostitution.  I had it set for my PC to actively engage NPCs and offer her services via the Prostitution dialogue.   In this case, I believe that the QoHs was most likely about to speak and my character oddly force-greeted her with the AAF Prostitution dialogue.  The QoHs paid the money, my character then went into a suggestive idle pose, the act never really took place.  The QoHs did not actually engage to my knowledge (can't see the entity at all). 

 

So, from my perspective, I think your mod and the settings you currently have are absolutely PERFECT.  Other than my weird, old, goofy, eclectic mod list I don't think you need to make any revisions or tweaks to the QoH or anything else.  My remarks were really more tongue in cheek, rather than any serious issue.  I am most likely the only person who actually engaged with the QoH outside of its intended role.

 

Again, I have no idea how you managed it, but when the Queen of Hearts speak, it shows her name, and when my character finishes her scene it may show my original Set Name from the beginning of the Gameplay (Pre-War convo with the Vault Tec Salesman and/or leaving Vault 111 during "Out of Time").  Yet, when my character speaks with others my "updated" name is still utilized.  I no longer have to keep doing the command ~ setname "-----" after each interaction with QoHs.  So, I personally couldn't be more pleased with everything that your mod has showcased.

Edited by nefer385
Failed to add closing bracket - Punctuation error.
Posted (edited)
8 hours ago, nefer385 said:

 

Oh okay.  Well, in my weird case.  I never did see the QoH or the Orbital Eye Robot.  My mods just happen to 'pick' them up at times.  Matter of a fact, the QoHs first tried to interact with my character via the AAF Prostitution mod, I keep the setting for Extended Customers Approach active most of the time, which causes NPCs to approach the PC, the QoHs did that to my character.  But, when I attempted to engage, the timer may have gone off and the QoHs 'entity' (of which I had never seen) was no longer around.  The 2nd time of which I was referring also came from the AAF Prostitution.  I had it set for my PC to actively engage NPCs and offer her services via the Prostitution dialogue.   In this case, I believe that the QoHs was most likely about to speak and my character oddly force-greeted her with the AAF Prostitution dialogue.  The QoHs paid the money, my character then went into a suggestive idle pose, the act never really took place.  The QoHs did not actually engage to my knowledge (can't see the entity at all). 

 

So, from my perspective, I think your mod and the settings you currently have are absolutely PERFECT.  Other than my weird, old, goofy, eclectic mod list I don't think you need to make any revisions or tweaks to the QoH or anything else.  My remarks were really more tongue in cheek, rather than any serious issue.  I am most likely the only person who actually engaged with the QoH outside of its intended role.

 

Again, I have no idea how you managed it, but when the Queen of Hearts speak, it shows her name, and when my character finishes her scene it may show my original Set Name from the beginning of the Gameplay (Pre-War convo with the Vault Tec Salesman and/or leaving Vault 111 during "Out of Time").  Yet, when my character speaks with others my "updated" name is still utilized.  I no longer have to keep doing the command ~ setname "-----" after each interaction with QoHs.  So, I personally couldn't be more pleased with everything that your mod has showcased.

Got it.

I do set the AAF_Blocked flag/keyword on both of them. Ideally, most mods who want to pick a target for AAF scenes that is not a target they spawned for that purpose,  should check for the presence of that flag to validate their picks, as with the presence of that flag, the actor will never be allowed by AAF to enter an AAF Scene. 
For instance, Sexual Harassment does a good job on that, it avoids making an NPC a harasser if they have that flag.
But probably AAF Prostitution does not do that.

 

 

On the name aspect, I think that is a side effect of using perhaps a bit of an older version of MSMA, then upgrading that mid-playthrough. 

It has to do with how Fallout 4 engine treats alias custom names. 
When you populate an ActorRef Alias with a Actor , and that alias had its own bespoke custom name, the NPC is "baptized" with the new name.
When you then later clear that alias and the alias had "update name on alias removal" behavior checked,  the base NPC goes back to their proper original name that they had at the start of the game,  and not any real-time additionally changed names that might have occured between game start and the present. 


However, now that MSMA is carrying a spawned entity around to deliver the QoH lines, it  does not populate any named aliases with the Player reference anymore,  ever.  But if in your playthrough, at some point, back when you were on an older MSMA version, that happened even once, then it may have done something.

So in theory, on a new game, your original player name should stay original until you yourself change it, and then it stays changed to what you want until you change it again and so on till the end of time ( and never, without your bespoke action,  does it ever revert to the name it had at the start of the game).
That side effect should have been caused strictly by populating a named alias with the player entity and then removing that,  which is something MSMA briefly did some versions ago, when the Queen of Hearts was first added,  but no longer does today.
 

Edited by MSM_Alice
Posted

This just dropped - might be a game changer if the outdated UAP is getting patched to work with modern animation packs.   Not sure how this would effect everything here but could be very useful moving forward I think.

 

 

Posted
34 minutes ago, Mimirue17 said:

This just dropped - might be a game changer if the outdated UAP is getting patched to work with modern animation packs.   Not sure how this would effect everything here but could be very useful moving forward I think.

 

 

 

I have been using this for a week or so, amazing mod.

 

It does NOT work with Indarello's patches.

But it does deal with all the individual mods patches ie. for Darthromans pack, and patches found in various support threads, let them all be overwritten.

 

It also allows Rainmakers anims to work, and provides a lot of alignment fixes.

One caveat is that it provides 'placeholder' XMLs, so some functionality is not available.

 

Still requires UAP and following "the Fucking Manual" and installing it after everything else.

 

For MO2 load last in Priorities panel {left side} and all esps low in right panel.

 

How to manage it in Vortex, I have no clue.

Posted (edited)

Scripts are not pretty and probably I need to do more optimisations and cleaning but I have a new test version for the new overhauled flow that does not require a LastRound determination anymore.
At least in theory.


Please test and let me know.
-Mid-playthrough upgrade should work.
-Probably the best test is on a new game. 

Still have't tested with followers a lot, but it should be more robust anyway.

 

Writing changelog, will edit post. 


Changelog: 

 

  • Refined  Dazed state,  which is when you give the AAF violate enemies a  Mindblowing or Galactic orgasm, but the regular " punishments ( paralysis, frenzy death are deliberately suppressed. This will probably be used when you want to infiltrate a compound but not necessarily kill everyone in your path.  Dazed enemies they look and act normal, but they will grant you far longer peace bubbled at the end of violate. They are entranced by the orgasms you just provided them with so you can grab any items from their inventory for a short while.  
  • To loot enemies in a Dazed state, after the violate sex scenes are done, place the crosshairs on them, and press the sexfight button. This will not break the peace bubble.
  • Daze lasts about as long as an equivalent paralysis. Dazed state is not an obvious state, and is really useful after the sex scene ends. 
  • Bimbo killing enemies ( with bimbo kill ) while in the middle of the post scene violate peace bubble will now force-end the peace bubble.  Before, the enemies wouldn't react to such a heinous act; now they do. 
  • You can also opt to force-end the peace bubble by pressing the sexfight button with no target  (then you can re-surrender if you want). There is a confirmation pop-up.
  • Changed the mode of toggling off and on SexFight bad effects for NPCs, now it is a simple on and off toggle that suppresses the bad effects on one press, and stops the suppression on another press.  It no longer treats death and paralysis separately, more straightforward. 
  •  Updated UI messages and reports to reflect these changes. 
  •  Added MCM settings for the minimum length of a sex act that most NPCs will consider an earnest effort in Bimbo-surrender mode.
    • Keep in mind that there can be Unique NPC's with pecurilar expectations on act length that do not obey that slider, but for now most do obey it. 
  • To make the best use of the extra leniency that a bimbo surrenger might  grant  you, remember that you need to either: 
    •      - provide all partners with a minimum qualifying orgasm each ( by default, Mindblowing orgasm or better) (the regular win condition)  or, failing to do that
    •     - keep trying your best for at least a minimum duration that shows dedication (default 45 seconds) 
    • Keep in mind that now, some custom NPCs might have bespoke lower orgasm requirements to be appeased.,
  • Added ~ 37 new actor values that will be later used for various NPC preferences, when judging their degree of satisfaction with the player's looks and certain sex acts.



 

 

Edited by MSM_Alice
Posted (edited)

@MSM_Alice

 

Weird occurrences with v0.7882 :

 

Current playthrough as a slave in Commonwealth Slavers. . .

When raiders are 'menacing' you {Hardship} and a scene results, the other raiders aggro and start attacking the ground near PC

When raiders are in a Sex Harassment scene with PC again nearby raiders aggro and start attacking the ground near PC

When Commonwealth Slaver scenes are running, no aggro occurs . . .

 

Are they sensing QOHs presence, that never happened before

 

Am downloading 0.7883 and will see if issue persists

 

 

EDIT:

 

v0.7883 installed no aggro from different scenarios

 

revert to v0.7882 aggro returns as intially reported

 

Back to v 0.7883 sorry to bother you 

Edited by judge007
Update
Posted (edited)
2 hours ago, judge007 said:

@MSM_Alice

 

Weird occurrences with v0.7882 :

 

Current playthrough as a slave in Commonwealth Slavers. . .

When raiders are 'menacing' you {Hardship} and a scene results, the other raiders aggro and start attacking the ground near PC

When raiders are in a Sex Harassment scene with PC again nearby raiders aggro and start attacking the ground near PC

When Commonwealth Slaver scenes are running, no aggro occurs . . .

 

Are they sensing QOHs presence, that never happened before

 

Am downloading 0.7883 and will see if issue persists


The player was probably added to a certain temp faction, but QoH was not.
Maybe I can scan the factions that the player is in and add the QoH to the same factions. 

Maybe I need to bring back the option to deliver the lines via the player entity.

 

There's probably some state that the QoH can end up in. 
I don't know, there shouldn't be that many differences in how the QoH entity is handled between 0.7882 and 0.7883

Edited by MSM_Alice
Posted (edited)

New version up on the main page: 
Aggregated changes ( from last front page version, to this one) 

 

0.7883 - mid-gameplay upgrade is, in theory, okay.  Some big changes to Violate sexfight flow could also be a bit experimental.

 

  • The dirty skin support from MSMA for regular dirt and dust on skin (separated from the bio juice system) is now fully compatible (and dynamically detects and integrates) with GET DIRTY (take a bath) at Fallout 4 Nexus - Mods and community, and its optional support for 
  • Changed a bit, Codsworth's craving management intro, it is no longer required to first let him approach you for the first time before you can use the sexfight hotkey as an activator. Perhaps not as immersive, but functional.  Once Marina uploads the craving management software to him, he is good to go. IF given enough time, he will still do that, just that it is not hard-required anymore.
  • Improved Bimbo infiltration infrastructure,
    • changed Violate Sexfight punish flow not to need a pre-emptive "last round" determination anymore. That would sometimes misfire, especially in complicated scenarios with one or several followers. (The punishment will happen just a bit later now, because of the dynamic wait needed to wait and see if no new scene is starting, and if the scene that just ended was indeed the last scene from the AAF Violate chain of scenes).
    • All determination on whether the sexfight is "won" in an interaction spawned by AAF Violate (if the " bad" consequences in Violate are softened or not based on SexFight performance) is computed and applied at a tighter clock, not just at the start and end of each scene.  Whenever an unexpected end occurs, things are set correctly ahead of time. This was a LARGE undertaking. Let me know if you notice anything unusual.
    • Refined  Dazed state added in the previous update, which is when you give the AAF violate enemies a  Mindblowing or Galactic orgasm, but the "regular " punishments (paralysis, frenzy death) are deliberately suppressed. This should probably be used when you want to infiltrate a compound or steal an item, but not necessarily kill everyone in your path.  Dazed enemies look and act normal. They are entranced by the orgasms you just provided them with, so you can grab any items from their inventory for a short while.   To loot enemies in a Dazed state, after the violate sex scenes are done, place the crosshairs on them, and press the sexfight button. This will not break the peace bubble.
      • Daze lasts about as long as an equivalent paralysis. Dazed state is not an obvious state, and interacting with dazed enemies (place crosshairs on them and press sexfight key) is really only useful after the last sex scene in a violate chain ends. 
    • Bimbo killing enemies ( with bimbo kill ) while in the middle of the post-scene violate peace bubble will now force-end the peace bubble.  Before, the enemies wouldn't react to such a heinous act; now they do. 
    • You can also opt to force-end the peace bubble by pressing the sexfight button with no target  (then you can re-surrender if you want). There is a confirmation pop-up. It's a good idea to do that when changing cells, as the violate peace bubble started in one cell, even if its timer hadn't ran out, won't pacify the enemies in a new cell.
  • Changed the mode of toggling off and on the potential of SexFight bad effects to apply to NPCs via hotkey, now it is a simple on and off that
    • suppresses the bad effects on one press, and
    • stops the suppression on another press. 
    • These need to be set prior to the punishment moment.  If the bad effects were applied, then once applied they will run their normal course
    • This apprach no longer treats death and paralysis separately, is more straightforward, and easier to understand. 
  • Updated UI messages and sex reports to reflect these changes. 
  • The bimbo-surrender, if done correctly  (fast enough from a combat start, with no weapon in hand), either auto-triggered or manually started via the sexfight key, can help you with a more lenient scene end when facing really tough enemies, so you can avoid a bad end if you fail to generate in your aggressor's high enough orgasms.  There's an MCM setting that decides what is a minimum acceptable scene length, and if you make sure you have bimbo surrender on, they perceive you as a relatively low threat or no threat, and you stay in the scene at least that long, the lenient outcome will happen (no restraints, no change for critical would, and whatnot). There's also a notification that tells you when that time threshold has been hit. Obviously, if you came in guns blazing and shot them a few times before surrendering, that leniency option is not on the table. In that case, the surrender will be regular, not a bimbo-surrender.
  • Added about 37 new varied Actor values that help with the new system and give sexfight and bimbo spycraft more depth. Those also include personal preferences for Actors, things like what an acceptable minimal scene length is, the type of sex, and things about their partner's aspect. In the future, they may be unique actors that have unique expectations of a scene, which must be met if you want them to be content at the end. Right now, they are all on the old defaults, but in the future, you might need to adjust more things to "sexfight-defeat" a tough NPC with particular fetishes. For instance, most of them prefer their partners to be clean, but you might meet a guard who has a filthy fetish. Sexfighting him will be much easier ( his AP cost will be lower) if you "critical hit" him on the fetish aspect. Right now a lot of these values are on default, but they will be more randomized in the future.
Edited by MSM_Alice
Posted (edited)

ok have done some testing - and that new UAP patch is freaking awesome.   All animations so far have been perfectly aligned - and staged.   Dogs, Ghouls, Bugs, Raiders and so far all the ones in NR have worked great also. (violate now works with everything - and have surrender pop up turned on - great feature btw!)

this is on version 7883 (new game start)

for testing load order was (all the requirements for below mods added as well of course)

normal mods

AAF mods

AAF Animations

UAP

Strap-on (with Bones) and added textures

Sam Animation mods

Extended UAP Patch

NR Mods

MSMA

Zex - ZaZ extended Skeleton

 

do have a question - with the new systems in place at level 1 bimbo so far I have many cravings - 10 orgasams (both), 5 body count, Dick Milage, usual Anal, Large size and 24 hour sex.

I am currently playing in the Nora route (jumping to sanctuary as needed for Beauty supplies, Size increases, gear upgrades) and want the sex scenes in NR to last the full length AND still use sexfight so i can get multiple orgasms and give multiple ones per scene.   I used the hotkey to turn off consequences for sexfight but it still cooked Mason for example and stopped the animation short.   Is there a way to still get and accept challenges and force the animation to go the full time (NR scenes are all timed with exit)?

 

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

ok have done some testing - and that new UAP patch is freaking awesome.   All animations so far have been perfectly aligned - and staged.   Dogs, Ghouls, Bugs, Raiders and so far all the ones in NR have worked great also. (violate now works with everything - and have surrender pop up turned on - great feature btw!)

this is on version 7883 (new game start)

for testing load order was (all the requirements for below mods added as well of course)

normal mods

AAF mods

AAF Animations

UAP

Strap-on (with Bones) and added textures

Sam Animation mods

Extended UAP Patch

NR Mods

MSMA

Zex - ZaZ extended Skeleton

 

do have a question - with the new systems in place at level 1 bimbo so far I have many cravings - 10 orgasams (both), 5 body count, Dick Milage, usual Anal, Large size and 24 hour sex.

I am currently playing in the Nora route (jumping to sanctuary as needed for Beauty supplies, Size increases, gear upgrades) and want the sex scenes in NR to last the full length AND still use sexfight so i can get multiple orgasms and give multiple ones per scene.   I used the hotkey to turn off consequences for sexfight but it still cooked Mason for example and stopped the animation short.   Is there a way to still get and accept challenges and force the animation to go the full time (NR scenes are all timed with exit)?

 

Sure, just turn the autocooker ( SexFight AAF Animation Orgasm Intensity AutoEnd) to 0 /  off. 
Does setting that to "No Auto End" not work?
image.thumb.png.16607758da255fae45b48e613e9bc9a9.png
 

 

Added a small 
0.7884 - quick patch to solve an issue with incorrectly identifying some enemies as races who are "unable to talk" in bimbo surrender, and to properly apply gag hood and blindfold limits to beauty ritual.

 

Before, it would say that they interfere, but they wouldn't interfere. 
Now they actually interfere. In some cases, blocking the fixing altogether, in other case, not allowing a perfect fix. 

Yes, cravings get "installed"  now is not based on bimbo level alone, but based on activities you have engaged in.
Having many cravings means you have done some activities.
There is some limit to them leveling up in intensity, though, so the frequency with which you crave sex, for instance, will not increase too much until you level up in bimbo level. 

Edited by MSM_Alice
Posted (edited)

Small patch on top of the quick patch :D 
To correct a corner case where all opponents could be cooked in a violate chain (non bimbo surrender), but the bad violate effect could still apply.
 

 

Edited by MSM_Alice
Posted
16 hours ago, MSM_Alice said:

Small patch on top of the quick patch :D 
To correct a corner case where all opponents could be cooked in a violate chain (non bimbo surrender), but the bad violate effect could still apply.
 

MSMA_v0_7885.zip 57.93 MB · 2 downloads

 

So 0.7882 had aggro from raiders whenever QOH spoke

0.7883 did not for as far as I tested

I completely missed 0.7884

0.7885 has way more aggro from raiders

 

Tested with same loadout without MSMA, aggro gone completely {all three versions}

 

At first I thought it was the PC they were targeting, but on closer inspection it's the ground around PC

And the aggro goes away shortly after QOH stops speaking

I tried to turn off the setting for the Alt delivery, no change {and the voice doesn't get cropped like before

 

For the heck of it I started a new profile with as few mods as possible, and checked again - still aggro

I think this one might be on MSMA Sexfight this time, no offense intended,

Do we have to have an invisible/tiny character to deliver these lines?

Like, the music doesn't require it does it?

Is it a default faction that QOH belongs to?

 

Sorry about such a small issue

Posted (edited)
16 minutes ago, judge007 said:

 

So 0.7882 had aggro from raiders whenever QOH spoke

0.7883 did not for as far as I tested

I completely missed 0.7884

0.7885 has way more aggro from raiders

 

Tested with same loadout without MSMA, aggro gone completely {all three versions}

 

At first I thought it was the PC they were targeting, but on closer inspection it's the ground around PC

And the aggro goes away shortly after QOH stops speaking

I tried to turn off the setting for the Alt delivery, no change {and the voice doesn't get cropped like before

 

For the heck of it I started a new profile with as few mods as possible, and checked again - still aggro

I think this one might be on MSMA Sexfight this time, no offense intended,

Do we have to have an invisible/tiny character to deliver these lines?

Like, the music doesn't require it does it?

Is it a default faction that QOH belongs to?

 

Sorry about such a small issue

I have not noticed this - though I tend to surrender (I turned the pop up on to ask if I would like to surrender) and do not end up in combat very often.   In what regards to you mean aggro is higher?  I would like to test this more can toggle on base cam and watch the raiders outside of scene (I have auto end turned off).   Are they any specifics you have determined this happens in - number of raiders, locations, companions etc?   Sorry for the questions but I like to help test things people bring up.   I would also test with QoH set to 100% comments to really test out what happens

Edited by Mimirue17

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