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Posted
1 hour ago, Mimirue17 said:

I believe that is a bug in DD I remember reading something like that in the thread - where is doesn't reset some state on the character.   While I have KFT installed as its a requirement for some things I have it set to zero probabability as I don't plan on ever being in restraints unless I choose.   DD has always been buggy even in its latest form.   I would ask on their thread as its common enough you should get a quick response.   Some things around the adult animation world were soooo much better in Skyrim which doesn't make a ton of sense to me.

 

The state DD locks can be seen in the attached picture of console output if DumpInpuEnableLayers.

The other issue DD has is being malformed as a mod. You can see this by looking at the Materials folder.

For some unknown reason they placed .dds texture files in there.

While it's semi functional, it is a mod on the edge of crashing.

 

While it is a requirement for a lot of mods for Fallout 4 & AAF, it's best to minimize it's usage in the MCM menus for installed mods.

YMMV

Locked Layers.jpg

Posted
5 hours ago, stas2503 said:

I have this error in AAF. How can I fix it?

  Hide contents

Fallout42025-10-3123-23-22.jpg.09308896e1df83ec7f105d8d43d53abc.jpg

Edit: I used the Indarello patch, but without patching the animations. The error seems to have disappeared. I will check how it works in the future.

Thank you for the ping. 
Not sure what those are, neither the overlay itself nor the action ID listed sound familiar to me. 

Posted (edited)
18 hours ago, H Bof said:

Has anyone else run into an issue with KFT or Devious devices that change the PC's movement animations breaking the MSMA bimbo ones? Any time I find myself with things like leg cuffs or yokes the normal bimbo movement animations don't come back after the devices get removed and I get reverted to vanilla movement animations so I have to reload to a save before they got equipped.

Some DD Items do reset the body animation paradigm, so when they are on, I stop trying to set the NR bimbo anims, as they have their own body anims that should be left to run unhindered.
The Bimbo anims from NukaRide should reset after a while on their own, after the restraints are off.
If they never do, even after several minutes, then I'll make some form of reset/debug button for that state  (or I should check and reset them on teleport).
 

Edited by MSM_Alice
Posted
14 hours ago, JemappelleRedacted said:

 

 

Hmm, what ethnicity is it? Vaguely Nordic, vaguely Celtic 🤔 Definitely my cup of tea though

 

Yes, with some Mongolian steppes-inspired vibes, and just a dash of South American pan flute. 

Posted
6 hours ago, chyoashaun said:

Just curious- if we wanted to bypass Nuka-Ride, is there a way to get just the outifts / items that this mod uses, or is there a significant loss by not installing Nuka-Ride?  Also, is there a way to flag other piercings as piercings for this mod?


Also, I like to use some other mods clothing, but there are several that it doesn't accept putting in the chest to flag as bimbo-level appropriate.  Is there another way to force it to think it is?  A couple of the examples are the DX Bikini / Fetish items that this doesn't like to flag.

If you don't have Nuka Ride, there are some outfits ( most around Bimbo level 2), some accessories,  and the flavour bimbo anims that will be missing, but other than that, nothing else should be missing.
Any items that can be tuned into hypersexual gear via Marina's blue Trunk need to have the ballistic weave mod slot. 

Posted
5 hours ago, MSM_Alice said:

If you don't have Nuka Ride, there are some outfits ( most around Bimbo level 2), some accessories,  and the flavour bimbo anims that will be missing, but other than that, nothing else should be missing.
Any items that can be tuned into hypersexual gear via Marina's blue Trunk need to have the ballistic weave mod slot. 

Do you call for the Nuka Ride mod itself or the assets?

 

Because I have created an assets mod from JB's mod with the outfits, animations, dances and idles. (FO4Edit)

And which accessories?

Posted

ok an update on my weird crashing issue - I downgraded back to 163 and was getting the same crash - which I thought was around the SFT runny mascara check in papyrus logs, as those two lines where SFT checks for that state were the last lines on almost every crash while in Sanctuary.   I did the normal troubleshooting of disable parts of the mod order until you find the culprit.   It seems a mod suggested my midnight run - extended fake interiors was the actual culprit.   It may work under normal situations but....if you ever delete a vanilla building that is not normally able to be in the base game its fake roofs are still there and will cause issues.   I have no idea why the SFT check for mascara was the trigger for the crash but removing that mod fixed the issue.   The NG install was probably fine if I had found that issue before downgrading.   Kept everything I used for the NG version marked as NG so can easily go back to it when the AE version comes out next month.

Posted
On 10/29/2025 at 2:59 PM, MSM_Alice said:

I will not elaborate too much here.
These are special. One either feels these or does not.

If you wanted to know how I would go about the music if I ever rebuilt this for TES, it would probably be a bit like the ethnic version below.

 

1. Heart of Stone  (Ethnic (v2))

 

2. Heart Of Stone (Melodic (v1))

 

 

 



3. Queen In My Head V1

 

4. Queen In My Head V2

 

 

Heart of Stone Melodic V1 was absolutely beautiful, the harmony and back and forth of the other vocals was great!   Likely in the top 10 for me. 

Posted
On 10/29/2025 at 2:59 PM, MSM_Alice said:

I will not elaborate too much here.
These are special. One either feels these or does not.

If you wanted to know how I would go about the music if I ever rebuilt this for TES, it would probably be a bit like the ethnic version below.

 

1. Heart of Stone  (Ethnic (v2))

 

2. Heart Of Stone (Melodic (v1))

 

 

 



3. Queen In My Head V1

 

4. Queen In My Head V2

 

 

Queen in My Head V2 is another one I have fallen in love with - I do not know why it kind of reminds me of the Game of Thrones opening - either way its high on the list as well!

Posted

If possible, it would be nice to see companions maybe getting their own bimbo levels like the player which affects their physical appearance and how they act with the player

Posted (edited)
18 hours ago, Yosh36 said:

If possible, it would be nice to see companions maybe getting their own bimbo levels like the player which affects their physical appearance and how they act with the player

Hello!

 

I am not ruling that out , but perhaps at a later date

 

Edited by MSM_Alice
Posted (edited)
On 11/1/2025 at 6:24 AM, judge007 said:

Do you call for the Nuka Ride mod itself or the assets?

 

Because I have created an assets mod from JB's mod with the outfits, animations, dances and idles. (FO4Edit)

And which accessories?

Awesome.

Right now I do refer to them by the formid’s from the NukaRide esp itself , and the suits do need the nukaride keyword to be identified as hyper sexual gear , but if there is an alt mod with the assets, I could look to see what would be needed.

Edited by MSM_Alice
Posted
On 11/1/2025 at 10:02 AM, Mimirue17 said:

Queen in My Head V2 is another one I have fallen in love with - I do not know why it kind of reminds me of the Game of Thrones opening - either way its high on the list as well!

Thank You!

Posted (edited)
On 11/3/2025 at 10:49 AM, MSM_Alice said:

Awesome.

Right now I do refer to them by the formid’s from the NukaRide esp itself , and the suits do need the nukaride keyword to be identified as hyper sexual gear , but if there is an alt mod with the assets, I could look to see what would be needed.

 

 


 

 

 

@MSM_Alice Here is the plugin I'm using. The resources are approximately 1.5GB so I won't upload them.

FO4Edit should give you the FormIDs you need.

 

I included the outfits, shoes, piercings, cleaning supplies, idles, dances and animations (XMLs and .hkx files)

It is an amateur attempt at a mod, but actually functions, and reduces system load tremendously.

So please don't laugh too hard when you see it! 😁

 

Thanks!

 

P.S.  Do you have an idea on how I could add the Hyper-Sexual keywords to the outfits?

Edited by judge007
Removing old version
Posted
1 hour ago, MSM_Alice said:

Ok. When I do another pass on the assets array, I will add that as an alt, assuming JB is okay with it.

Thank you. I'll chat with JB

Posted (edited)

I am home a bit, so the modding computer is within reach. 
Might have more time this weekend for a more meaty update, but then the coming week after that, I have to leave again for another week.

 


Today, though, I have a test version with a few fixes and optimizations that hopefully address some of the problems flagged here while I was away.

(though I haven't tested it very deeply just yet)

Changelog
0.7955 (upgrades from recent versions should be fine)

  • On a new game: Added an initial pop-up that asks if all MSMA initialization settings should ALL be assumed to be the defaults (to avoid the quick succession of question pop-ups at the start), or if the series of pop-ups should be opened for the player. 
    • If going on the individual pop-ups/settings path, there is also now a new pop-up asking the player which AAF camera they want to use (old fly cam, or new camera) 
    • Reverted the default camera choice to be the default AAF fly camera (if no choice is made./ pop-up is avoided).
      • If the new camera is not chosen in a bespoke way on a new game, then the mod will be using the original AAF fly cam, and not the new MSMA-specific camera, as it did up until now.  Yes, that means QOH lines will be audio-only (no subtitles) during AAF scenes.  The new camera can still be manually toggled on in the MCM, but perhaps it not being the default creates fewer headaches regarding random conversations mid-AAF scenes for now. @JemappelleRedacted less chance of the odd dialogue blocker bug.
  • Added a text notification letting the player know that MSMA has started initialization (after permission to run was granted) 
  • Added a text notification letting the player know when MSMA has finished initialization (after init start)
  • In the MCM, external mod check page: added entries for the new required mods (Outfit of hookers, Darthroman's pack, CHAK, Bad Dragon Dildos) 
  • Added an option to auto-force reset Dialogue scenes involving the player whenever exiting an AAF animation where the player was present (to prevent lingering dialogue scenes blocking the player from opening new legitimate dialogue scenes).  It is called " Reset Player Dialogue on AAF scene end"  in SexFight settings MCM page,  and is default off. @JemappelleRedacted try things with it on; it should prevent the "dialogue blocker" bug, hopefully.
  • Added a debug Button in the MCM debug menu to reset on-demand any current dialog blockage called "Reset Player Dialogue Scene" (@JemappelleRedactedTo recover from the Dialogue blocker bug state, if it happened )
  • Added a debug Button in the MCM debug menu to reset any potential bimbofied anim blockage, caused by DD restraints blockage called "Button: Reset NukaRide BimboAnims State"  @H Bof use this to recover from the state the DD items get you to. It is not instantaneous, press it, and it should revert to the bimbofied anims on the next check.
  • Added a condition that should make Codsworth not bug the player with craving management while he is an active follower (would still do it if activated via the sexfight key, but otherwise should no longer volunteer the dialogue on his own while he is a follower) @mercplatypus

 

 

Edit : attachment deleted, proper update now on the main page. 

 

Edited by MSM_Alice
Posted
On 11/5/2025 at 3:10 AM, MSM_Alice said:

Ok. When I do another pass on the assets array, I will add that as an alt, assuming JB is okay with it.

@MSM_Alice @JB.

I chatted with JB, and he has concerns about resources being released without permissions.

He is absolutely right, I do not have permissions from all the various mod authors/artists to distribute their work.

So I have pulled the uploaded plugins.

This was intended to be solely for my own usage, and it will revert to that.

As for the hyper-sexual keywords from Sexfight, I'll just peak into its internals with FO4Edit and get that (if I can understand it).

 

I'm sorry to have troubled the two of you over this, and won't overstep the boundaries again.

 

Thanks

Posted (edited)
1 hour ago, judge007 said:

@MSM_Alice @JB.

I chatted with JB, and he has concerns about resources being released without permissions.

He is absolutely right, I do not have permissions from all the various mod authors/artists to distribute their work.

So I have pulled the uploaded plugins.

This was intended to be solely for my own usage, and it will revert to that.

As for the hyper-sexual keywords from Sexfight, I'll just peak into its internals with FO4Edit and get that (if I can understand it).

 

I'm sorry to have troubled the two of you over this, and won't overstep the boundaries again.

 

Thanks

No worries.


Sometimes the rules on asset reuse are a bit more complex; that is why I, too, prefer to just add the third-party mod as a soft dependency and use a particular asset if and only if their original host mod is actually downloaded/ installed, by referencing them from the ESP of the original host mod.


It is just cleaner and more elegant this way, from a permission perspective.
Trying to do something fancier with asset porting where the original ESP is replaced by another trimmed down ESP, *might* be technically more effective, but might not always be allowed.

Edited by MSM_Alice
Posted

I didn't have a ton of time to work directly on the mod but I have been taking some time to familiarise myself with ComfyUI and various AI models for voiceovers, and I am absolutely amazed at how much high-quality stuff is there for voice generation, absolutely for free. 

Like TTS-Audio Suite integrating with Index-TTS2, Chatterbox, and all the others, is easily comparable with Elevenlabs' quality. 
Learning it all is a hassle, yes, 100% not user-friendly, and it takes a while to untangle the workflows, but once it is set up, the quality of the output is insanely close to the best solutions out there.
I think I'll eventually have to regenerate all the audio in the mod with this.
The problem is that I have no clue how to generate perfectly matching lip files, will have to experiment more on that side., 
So far, the only way to generate 100% matching lip files is xvasynth, but it seems to be only accurate for the wave files it generates, not external ones.

Posted (edited)

PSA:


MSMA works on both pre-NG and post-NG Fallout 4 (tested with both). Specifically

 

  • Fallout 4 runtime 1.10.984  (NG version, before the 10th of November 2025 update)
  • Fallout 4 runtime 1.10.163  (Pre-NG version)

 

Msma does not have any compiled DLL files, whose functionality might depend on a specific Fallout 4 runtime. The mod has only art assets (models/textures/sounds),  the ESP file, and config and Papyrus scripts. 
 

However, there is the Nov 10th 2025 update.
Odds are  AFTER  mod dependencies will be updated (F4SE and everything else)  it should eventually also work with whatever comes on Nov 10th, but since it will be a while until all third party mods and their dependencies update themselves, if you want for things to keep working, if you are on Steam you might want to prevent the update on November 10 by setting the app manifest file: (I think it is the one called  appmanifest_377160.acf)  to read-only before the update hits, to prevent Steam from updating your Fallout4.

 

Edited by MSM_Alice
Posted (edited)
On 11/8/2025 at 1:02 PM, MSM_Alice said:

PSA:


MSMA  works on both pre-NG and post-NG Fallout 4  (tested with both) . Specifically

 

  • Fallout 4 runtime 1.10.984  (NG version ,  before 10th of November 2025 update)
  • Fallout 4 runtime 1.10.163  (Pre-NG version)

However, there is the Nov 10th 2025 update.
Odds are  AFTER  mod dependencies will be updated (F4SE and everything else)  it should eventually also work witth watever comes on Nov 10th, but since it will be a while until all dependencies update, if you want for things to keep working, if you are on Steam you might want to prevent the update on November 10 by setting the app manifest file: (I think it is the one called  appmanifest_377160.acf)  to read-only before the update hits, to prevent Steam from updating your Fallout4.

 

and of course the they are charging full price (or is that even higher then what it was!?) and it launched broken.   This is based on what I have read in the comments on steam page as I refuse to let it update until it is proven without a doubt to work.   I have not seen many other comments on it other then that, not even sure how many mods it breaks (sure there are some)

Edited by Mimirue17

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