MSM_Alice Posted December 4, 2025 Author Posted December 4, 2025 (edited) 18 minutes ago, psword said: Many thanks for the follow up, I appreciate. Tested all combinations, here below the results. Player Reset Post Prostitution: doesn't seem to make a difference, I'm using 2 "just because", feels more logical to someone who has no idea how it is coded. Complexity Positions: 0 (of course) and 1 don't fix the bug. 2 works, but resets QoH dialogue to the "out of the vault" one. 3 and 4 both work. I'm currently using 3 to test what happens in a longer run. Thank you for testing and feedback. Have you also used the "before payment"entry point, or only the "post payment" entry point on that mode 2 test, when the conversation was reset to the "out of the vault" convo? (I understand both work) Also, can you describe to me in more detail what "Resets QoH dialogue to the 'out of the vault" means, specifically, step by step? I cannot imagine where or how that dialogue would start, except for that moment at the start of the game. That dialogue is not a "line" or part of the QoH banter system, so there should be no way for those wires to cross. That exit vault dialogue is called just at the start of the game itself. Maybe this dialogue scene playing out of place is the key to understanding what is special about your deployment and why this bug occurs for you and not as much for others. Edited December 4, 2025 by MSM_Alice
MSM_Alice Posted December 4, 2025 Author Posted December 4, 2025 1 hour ago, psword said: Many thanks for the follow up, I appreciate. Tested all combinations, here below the results. Player Reset Post Prostitution: doesn't seem to make a difference, I'm using 2 "just because", feels more logical to someone who has no idea how it is coded. Complexity Positions: 0 (of course) and 1 don't fix the bug. 2 works, but resets QoH dialogue to the "out of the vault" one. 3 and 4 both work. I'm currently using 3 to test what happens in a longer run. Also, please let me know any other feedback that you have from the longer run, as I am preparing for the 1.0 launch, all testing/feedback is important
Mimirue17 Posted December 4, 2025 Posted December 4, 2025 I have to say, whoever designed the concord scenes should probably be shot. Everything worked fine with initial group (love the lecture you get from QoH about using your kitty instead of your gun) I used guns - went inside and I used guns again (way back when we had a bunch of issues having sexfight inside the museum) talked to the stooges and got the power armor and jumped down. 1st shot and I dropped my gun and.....couldn't find it so Kitty it is. Had sex with the whole crew - and watched them all run to a certain spot along the wall of the right side when facing away from the museum (this behavior always happens if you use sexfight here) Here is where is gets weird no QoH lines during the whole scene outside. Luckily since the Deathclaw attacked right at the finish line of the last scene all the Raiders were still alive and it broke the bubble. As I ran back to the Power Armor they managed to mostly kill it. With the Power Armor was able to finish it off. Went back inside and started talking to Preston and going through that dialogue. As the Karen of the group starts complaining yet again, all the lines from QoH from the entire scene outside start playing one after the other. Like 12 of them. It was hilarious. I also LOVE the fact she can say - oh and...your getting tattooed as an add on line! great additions there. I am going to go play that again though, as the above issue about the prostitution thing saying the opening after the vault made me remember somewhere in the intro to concord that line played also (something from the interaction with Misty played) 1
MSM_Alice Posted December 4, 2025 Author Posted December 4, 2025 1 hour ago, Mimirue17 said: I have to say, whoever designed the concord scenes should probably be shot. Everything worked fine with initial group (love the lecture you get from QoH about using your kitty instead of your gun) I used guns - went inside and I used guns again (way back when we had a bunch of issues having sexfight inside the museum) talked to the stooges and got the power armor and jumped down. 1st shot and I dropped my gun and.....couldn't find it so Kitty it is. Had sex with the whole crew - and watched them all run to a certain spot along the wall of the right side when facing away from the museum (this behavior always happens if you use sexfight here) Here is where is gets weird no QoH lines during the whole scene outside. Luckily since the Deathclaw attacked right at the finish line of the last scene all the Raiders were still alive and it broke the bubble. As I ran back to the Power Armor they managed to mostly kill it. With the Power Armor was able to finish it off. Went back inside and started talking to Preston and going through that dialogue. As the Karen of the group starts complaining yet again, all the lines from QoH from the entire scene outside start playing one after the other. Like 12 of them. It was hilarious. I also LOVE the fact she can say - oh and...your getting tattooed as an add on line! great additions there. I am going to go play that again though, as the above issue about the prostitution thing saying the opening after the vault made me remember somewhere in the intro to concord that line played also (something from the interaction with Misty played) Reveal hidden contents Hmmm. will try to replicate and figure out why the QoH buildup happened without them actually getting said. Were you using any vibrating plus or facy DD equipment?
MSM_Alice Posted December 4, 2025 Author Posted December 4, 2025 (edited) 1 hour ago, Mimirue17 said: I have to say, whoever designed the concord scenes should probably be shot. Everything worked fine with initial group (love the lecture you get from QoH about using your kitty instead of your gun) I used guns - went inside and I used guns again (way back when we had a bunch of issues having sexfight inside the museum) talked to the stooges and got the power armor and jumped down. 1st shot and I dropped my gun and.....couldn't find it so Kitty it is. Had sex with the whole crew - and watched them all run to a certain spot along the wall of the right side when facing away from the museum (this behavior always happens if you use sexfight here) Here is where is gets weird no QoH lines during the whole scene outside. Luckily since the Deathclaw attacked right at the finish line of the last scene all the Raiders were still alive and it broke the bubble. As I ran back to the Power Armor they managed to mostly kill it. With the Power Armor was able to finish it off. Went back inside and started talking to Preston and going through that dialogue. As the Karen of the group starts complaining yet again, all the lines from QoH from the entire scene outside start playing one after the other. Like 12 of them. It was hilarious. I also LOVE the fact she can say - oh and...your getting tattooed as an add on line! great additions there. I am going to go play that again though, as the above issue about the prostitution thing saying the opening after the vault made me remember somewhere in the intro to concord that line played also (something from the interaction with Misty played) Reveal hidden contents I am getting more and more confused about how either the initial scene with Misty or the initial scene QOH can play anywhere else in the game except that moment at the start. I am assuming you exited the power armor after jumping down as MSMA weapon drop never happens while in power armor. Edited December 4, 2025 by MSM_Alice
Mimirue17 Posted December 4, 2025 Posted December 4, 2025 16 minutes ago, MSM_Alice said: Hmmm. will try to replicate and figure out why the QoH buildup happened without them actually getting said. Were you using any vibrating plus or facy DD equipment? nope, just standard gear (some Vtaw and ASA gear) and I exit the PA as soon as I jump off and fight them like normal (I really hate PA so never use it unless story driven)
Mimirue17 Posted December 4, 2025 Posted December 4, 2025 (edited) 4 minutes ago, MSM_Alice said: I am getting more and more confused about how either the initial scene with Misty or the initial scene QOH can play anywhere else in the game except that moment at the start. it was just one line - but it stood out as I have heard that intro like 100 times now. Edited December 4, 2025 by Mimirue17
MSM_Alice Posted December 4, 2025 Author Posted December 4, 2025 (edited) 2 hours ago, Mimirue17 said: I have to say, whoever designed the concord scenes should probably be shot. Everything worked fine with initial group (love the lecture you get from QoH about using your kitty instead of your gun) I used guns - went inside and I used guns again (way back when we had a bunch of issues having sexfight inside the museum) talked to the stooges and got the power armor and jumped down. 1st shot and I dropped my gun and.....couldn't find it so Kitty it is. Had sex with the whole crew - and watched them all run to a certain spot along the wall of the right side when facing away from the museum (this behavior always happens if you use sexfight here) Here is where is gets weird no QoH lines during the whole scene outside. Luckily since the Deathclaw attacked right at the finish line of the last scene all the Raiders were still alive and it broke the bubble. As I ran back to the Power Armor they managed to mostly kill it. With the Power Armor was able to finish it off. Went back inside and started talking to Preston and going through that dialogue. As the Karen of the group starts complaining yet again, all the lines from QoH from the entire scene outside start playing one after the other. Like 12 of them. It was hilarious. I also LOVE the fact she can say - oh and...your getting tattooed as an add on line! great additions there. I am going to go play that again though, as the above issue about the prostitution thing saying the opening after the vault made me remember somewhere in the intro to concord that line played also (something from the interaction with Misty played) Hide contents When you have time, try this : IT is not a problem to upgrade mid-way at any time. It really should prevent message-in-waiting for too much of long a time I think what happened was that the Player.refIsInScene() checker got stuck on true again, and right now I have QOH politely waiting for the dialogue scene to end before chirping in. And after you talked with Preston, the isInScene functionality got normalised again, and the message buffer started flowing. I added some additional checks as in : even if IsInScene returns true, if the player is in a Violate event or an AAF animation, the QOH spoken message should flow nevertheless. And also, they should purge at the end of an AAF scene. MSMA_v0_8091.zip Edited December 4, 2025 by MSM_Alice
psword Posted December 5, 2025 Posted December 5, 2025 16 hours ago, MSM_Alice said: Thank you for testing and feedback. Have you also used the "before payment"entry point, or only the "post payment" entry point on that mode 2 test, when the conversation was reset to the "out of the vault" convo? (I understand both work) Also, can you describe to me in more detail what "Resets QoH dialogue to the 'out of the vault" means, specifically, step by step? I cannot imagine where or how that dialogue would start, except for that moment at the start of the game. That dialogue is not a "line" or part of the QoH banter system, so there should be no way for those wires to cross. That exit vault dialogue is called just at the start of the game itself. Maybe this dialogue scene playing out of place is the key to understanding what is special about your deployment and why this bug occurs for you and not as much for others. Both before and after seem to work, I'm currently using after though. Using 1-2 or 2-2 you get this: Immediately after you get paid, QoH lines are those in the attached screenshot. And it locks you out of using any command, no pipboy, no weapons, no quick keys... you have get close to someone and hit "E' to start a conversation, then, when you exit the dialogue, everything works again. Whish I could help more, but FO4 modding is not my field
MSM_Alice Posted December 5, 2025 Author Posted December 5, 2025 (edited) 3 hours ago, psword said: Both before and after seem to work, I'm currently using after though. Using 1-2 or 2-2 you get this: Immediately after you get paid, QoH lines are those in the attached screenshot. And it locks you out of using any command, no pipboy, no weapons, no quick keys... you have get close to someone and hit "E' to start a conversation, then, when you exit the dialogue, everything works again. Whish I could help more, but FO4 modding is not my field The fact that movement controls lock up, and you're not just hearing the line, it actually is extra info helps tremendously in figuring things out. Edited December 5, 2025 by MSM_Alice
MSM_Alice Posted December 5, 2025 Author Posted December 5, 2025 (edited) 4 hours ago, psword said: Both before and after seem to work, I'm currently using after though. Using 1-2 or 2-2 you get this: Immediately after you get paid, QoH lines are those in the attached screenshot. And it locks you out of using any command, no pipboy, no weapons, no quick keys... you have get close to someone and hit "E' to start a conversation, then, when you exit the dialogue, everything works again. Whish I could help more, but FO4 modding is not my field Okay, I found it. It should be good now; the initial convo shouldn't randomly play anymore. There was a development dialogue line called "Functional line" that I use when I am doing development, which when I release the mod is keyed on what i thought was an impossible condition of "is that actor the player and also is that actor not the player at the same time!" The CK engine was saying YES, that is true! That entity is indeed the player, but also not the player at the same time (wait, what?) for the extra participants in the Prostitution scene. And was triggering the effects of that line. I deleted that "functional line", I'll find other ways to test things in development. That "impossible condition" apparently was possible in some situations. MSMA_v0_8092.zip Incidentally, that might have been part of the very problem of "can't talk with NPCs" to begin with. So now, on this build, after you reset it. You can leave those resets on 0, and the problem shouldn't in theory, come back. It was the same problem that was starting this conversation, therefore blocking talks with the other NPCs. MAybe other dialogue weirdness too. Anyway, it should be fixed now. I even put this on the main page. Edited December 5, 2025 by MSM_Alice 2
nefer385 Posted December 5, 2025 Posted December 5, 2025 I absolutely love this mod, MSM_Alice thank you for your tireless efforts at squashing bugs and adding more and more dynamic features. I have ran into something (a long while back) where my character has a solid white shadow that is directly underneath her. I know it is most likely one of the "voice characters" like the QoHs or perhaps the other entity that watches me (can't recall the name). Just wondering if this is only unique to me and perhaps my setup. Keep in mind that I have been riding the thread and gameplay throughout all of your updates. I have not found any issues with moving through the upgraded versions. But, perhaps this is an issue that popped up due to me upgrading/updating within the same playthrough. The only other idea that I have is that perhaps I have some mod unrelated to yours that somehow reveals "entities" that should remain hidden. It is not a big deal to me as this has been going on like this for months, I just try to angle the camera up a bit so that my screenshots don't catch my little doppelganger shadow. 1
MSM_Alice Posted December 5, 2025 Author Posted December 5, 2025 (edited) 4 hours ago, nefer385 said: I absolutely love this mod, MSM_Alice thank you for your tireless efforts at squashing bugs and adding more and more dynamic features. I have ran into something (a long while back) where my character has a solid white shadow that is directly underneath her. I know it is most likely one of the "voice characters" like the QoHs or perhaps the other entity that watches me (can't recall the name). Just wondering if this is only unique to me and perhaps my setup. Keep in mind that I have been riding the thread and gameplay throughout all of your updates. I have not found any issues with moving through the upgraded versions. But, perhaps this is an issue that popped up due to me upgrading/updating within the same playthrough. The only other idea that I have is that perhaps I have some mod unrelated to yours that somehow reveals "entities" that should remain hidden. It is not a big deal to me as this has been going on like this for months, I just try to angle the camera up a bit so that my screenshots don't catch my little doppelganger shadow. Hello. Thank you! The white shadow does sound like something unique that I haven't experienced myself, nor seen mentioned so far, either here or on the Discord server. The entities should not alter shadow color for the player, nor should they be with the player entity at all times. When they are there, they are merely nearby, not occupying the exact same space as the player to affect is shadow. Mostly, they are present-but-invisible only when you actually hear their voices. (and if the radio system is used, like it is in some instances, sometimes they are not even present there at all) Does it happen in a new game, do you have a series of steps to get that white shadow to occur? Doesn't sound familiar. Edited December 5, 2025 by MSM_Alice
nefer385 Posted December 5, 2025 Posted December 5, 2025 2 hours ago, MSM_Alice said: Hello. Thank you! The white shadow does sound like something unique that I haven't experienced myself, nor seen mentioned so far, either here on on the Discord The entities should not alter shadow color for the player, nor should they be with the player entity at all times. When they are there, they are merely nearby, not occupying the exact same space as the player to affect is shadow. Mostly, they are present-but-invisible only when you actually hear their voices. (and if the radio system is used, like it is in some instances, sometimes they are not even present there at all) Does it happen in a new game, do you have a series of steps to get that white shadow to occur? Doesn't sound familiar. Thank you for responding so quickly, I should have stuck around a bit sorry for my delay. Hearing that no one else has had this issue and that through your numerous bug testing and fixes that this is the first you heard of it. Then it is simply something that is wonky on my end. Do not give it a 2nd thought. I have had this game going nonstop since September 8th of this year. I have made certain that I used the ReSaver, Fallrim, yet we all know that if we add/modify plugins repeatedly then crazy sh*t will happen. It is not game breaking for me. To be clear this white shadow is directly underneath my character (like a mirror reflection). The soles of my character feet touches the sole of the shadow's feet and the rest of the shadow's body could only be viewed under the ground. So, as my character walks the mirror reflection is walking right underneath me. During some AAF scenes the white shadow may get unattached, but then disappears once the scene ends, but most of the time the white mirror reflection just follows my character's movements. I have been rolling strong on all of your versions since the beginning nonstop, so a small little glitch is not going to have me running for the hills. Keep doing your awesome work and thank you for taking the time to replying to me, but it is obviously an issue that is due to my constant updating of mods/plugins. Not only yours either, so I fully accept a bit of wonkiness. 1
judge007 Posted December 5, 2025 Posted December 5, 2025 5 hours ago, nefer385 said: Thank you for responding so quickly, I should have stuck around a bit sorry for my delay. Hearing that no one else has had this issue and that through your numerous bug testing and fixes that this is the first you heard of it. Then it is simply something that is wonky on my end. Do not give it a 2nd thought. I have had this game going nonstop since September 8th of this year. I have made certain that I used the ReSaver, Fallrim, yet we all know that if we add/modify plugins repeatedly then crazy sh*t will happen. It is not game breaking for me. To be clear this white shadow is directly underneath my character (like a mirror reflection). The soles of my character feet touches the sole of the shadow's feet and the rest of the shadow's body could only be viewed under the ground. So, as my character walks the mirror reflection is walking right underneath me. During some AAF scenes the white shadow may get unattached, but then disappears once the scene ends, but most of the time the white mirror reflection just follows my character's movements. I have been rolling strong on all of your versions since the beginning nonstop, so a small little glitch is not going to have me running for the hills. Keep doing your awesome work and thank you for taking the time to replying to me, but it is obviously an issue that is due to my constant updating of mods/plugins. Not only yours either, so I fully accept a bit of wonkiness. Are running ENB and Reshader? Sounds like one of Reshader's effects.
psword Posted December 6, 2025 Posted December 6, 2025 17 hours ago, MSM_Alice said: Okay, I found it. It should be good now; the initial convo shouldn't randomly play anymore. There was a development dialogue line called "Functional line" that I use when I am doing development, which when I release the mod is keyed on what i thought was an impossible condition of "is that actor the player and also is that actor not the player at the same time!" The CK engine was saying YES, that is true! That entity is indeed the player, but also not the player at the same time (wait, what?) for the extra participants in the Prostitution scene. And was triggering the effects of that line. I deleted that "functional line", I'll find other ways to test things in development. That "impossible condition" apparently was possible in some situations. MSMA_v0_8092.zip 117.48 MB · 1 download Incidentally, that might have been part of the very problem of "can't talk with NPCs" to begin with. So now, on this build, after you reset it. You can leave those resets on 0, and the problem shouldn't in theory, come back. It was the same problem that was starting this conversation, therefore blocking talks with the other NPCs. MAybe other dialogue weirdness too. Anyway, it should be fixed now. I even put this on the main page. Indeed you found it. Thank you very much Now, I think I found another glitch though, unfortunately. Morphs are applied to the holographic image, but not to the PC. Tested moprhs from Harassment and Attributes work fine. Don't hate me, please...
nefer385 Posted December 6, 2025 Posted December 6, 2025 (edited) 9 hours ago, judge007 said: Are running ENB and Reshader? Sounds like one of Reshader's effects. I shouldn't be, but I will double check my Fallout 4 files to see if I had accidentally added some old ReShader files. I typically only used ENB for Skyrim Special Edition, not so much for my Fallout 4. Thanks for the suggestion. Edited December 6, 2025 by nefer385 1
MSM_Alice Posted December 6, 2025 Author Posted December 6, 2025 (edited) 4 hours ago, psword said: Indeed you found it. Thank you very much Now, I think I found another glitch though, unfortunately. Morphs are applied to the holographic image, but not to the PC. Tested moprhs from Harassment and Attributes work fine. Don't hate me, please... Understood. Can you confirm - the exact body replacer version you are using, - if, when starting the mod, you actually enabled morphs, or you asked for them to be turned off - how the morph settings look, in the MSMA MCM, - Is it possible that another mod in your modlist ( like harassment or attributes) has morphs on and is constantly or periodically overriding morphs on the PC? Edited December 6, 2025 by MSM_Alice
Ragsinn Posted December 6, 2025 Posted December 6, 2025 Hello first and mostly THANKS FOR A GREAT MOD!!!! I am not sure if this is a problem or not but I thought I would ask. I am on 8092 and have sexed all the way to level 7 ( its my thing ) but my head counts not going up. If there is more information I can provide or some easy fix I would appreciate any help ( or none if there is no problem ). Thanks in advance!
MSM_Alice Posted December 6, 2025 Author Posted December 6, 2025 (edited) 4 hours ago, Ragsinn said: Hello first and mostly THANKS FOR A GREAT MOD!!!! I am not sure if this is a problem or not but I thought I would ask. I am on 8092 and have sexed all the way to level 7 ( its my thing ) but my head counts not going up. If there is more information I can provide or some easy fix I would appreciate any help ( or none if there is no problem ). Thanks in advance! Hello and thank you too! Can you let me know specifically where you are sourcing your headcount number that is not going up from? Edited December 6, 2025 by MSM_Alice
psword Posted December 6, 2025 Posted December 6, 2025 3 hours ago, MSM_Alice said: Understood. Can you confirm - the exact body replacer version you are using, - if, when starting the mod, you actually enabled morphs, or you asked for them to be turned off - how the morph settings look, in the MSMA MCM, - Is it possible that another mod in your modlist ( like harassment or attributes) has morphs on and is constantly or periodically overriding morphs on the PC? Fusion Girl, Enabled, tried 1 up to 3 with no change, all other mods morphs are turned off. I enabled other mods morphs only to run a test in case they also stopped working. Maybe adding a 0/1 to enable/disable morphs (so the script restarts)? I don't remeber I saw one. 1
Ragsinn Posted December 6, 2025 Posted December 6, 2025 27 minutes ago, MSM_Alice said: Hello! Can you let me know specifically where you are sourcing your headcount number that is not going up from? Sure its from the Bimbo Cravings report. 1
cold burn Posted December 6, 2025 Posted December 6, 2025 (edited) Well, we're meant to give reviews of mods, that and complain about bugs that have a 50% chance of being our own faults, so here goes. First off all I'd like to state I really enjoy the mechanics, both in the sense of this mod itself and how it ties a bunch of others together, and the game-play loops it makes is decent. Downright good by h-game standards. However these is one thing that pulls me out. The story. The plots awkward and there's no getting around this. Now that's hardly unique to this mod, most porn plot-lines are pretty shit, so this isn't a major factor. However its something you mentioned you plant to focus on in the future so I figured we should mention that out the gate. The beginning where you run into a scientist who turns out to be bimbo cthulhu who tells you your X-Husband, who just died trying to protect your child in the narrative, was actually a terrible person and your child was a mistake and the rescue mission is a mistake. The fact that the last part is objectively the case is irrelevant, the events that a player just witnessed are dissonant with it. Then there's bimbo nanites from bimbo cthulhu that are trying to get you to behave like a bimbo. This doesn't fit into the game. But you know what would and would accomplish the task of providing a reason not to be hard core invested in the whole 'child got kidnapped and husband was murdered' thing? Saying you are a robot. A robot that was designed for conjugal activities, rather than nanobots that are designed for that, and we now have something that fits in much better with the existing plot. And this doesn't do anything to prevent eldritch entities from fucking around, heh, in the plot later on. It just makes things start on a foot that is more consistent with the lore. OK. Review and barely solicited opinion out of the way. Let's go back to saying this is fun and I appreciate the work you're already done and am looking forward to more. Edit: To be clear here's what I think might work better as an opening to the plot. Rather than having bimbo cthulhu inject nora with nanobots that want to turn her into a bimbo how about the player is a synth with a model that was meant to be a bimbo who is under the delusion that she is Nora. Thus the eldritch deity could argue that she isn't who she thinks she is, which is a theme of pretty much any bimbo journey fiction, with the Queen of Hearts being the default programming of the model. Perhaps this synth decided to mirror Nora because it liked her for whatever reason. This strikes me as an opening that fits into the setting better than the existing opening. Is this work? yes but first impressions are important so I would make sure to nail the opening of the story since you want to have a story focused on this. In the end without this change there's little difference, you're still a (swarm of) computer(s) that think they are Nora. This is just making that theme more concise and removing the parts where the narrative bad mouths Nate. Edited December 6, 2025 by cold burn To change the reasoning for the edit 1
MSM_Alice Posted December 6, 2025 Author Posted December 6, 2025 (edited) 4 hours ago, Ragsinn said: Sure its from the Bimbo Cravings report. Hmm, the bimbo cravings report does not list total headcount in the playthrough, but only if your headcount craving got activated, and if then, if only lists whether you have met or not the daily headcount craving for the current day. The daily headcount quota per day listed is supposed to be a constant that shows the total you need to hit per day, not an indicator of where you are right now, specifically. That is why it is not supposed to change one by one as you go through the daily AAF scenes. Only when you reach the total will the message change, telling you that the craving has stopped. The limit itself is not a dynamic number that alters one by one, but only a static number that shows what is your "per day" total quota. The only information provided that causes a change is if you hit that quota or did not hit that quota. If you want to separately keep track on how many you have left to fill the quota, that is something that would have to be separate from the bimbo report ( there is no such info in the usual UI right now). Are you saying that you counted or estimated in parallel and you trust did meet it, and it is not getting recorded/ craving does not get soothed? What are the exact messages that you are seeing there? And what is the disconnect with what is happening? Edited December 6, 2025 by MSM_Alice
MSM_Alice Posted December 6, 2025 Author Posted December 6, 2025 (edited) 2 hours ago, psword said: Fusion Girl, Enabled, tried 1 up to 3 with no change, all other mods morphs are turned off. I enabled other mods morphs only to run a test in case they also stopped working. Maybe adding a 0/1 to enable/disable morphs (so the script restarts)? I don't remeber I saw one. Thank you. What's up to 3, intensity of morphs in the MSMA menu? Can you screenshot those settings so there's less guesswork? I suspect someone or something is blocking the morphs from applying to the player for some reason. Can you try in the nude or while wearing equipment that for sure has morphs built up? The hologram is a copy of the player,so if they work there, I see no reason for them not to work on the player, if you are wearing the same equipment as the hologram, that has the morphs built up, unless they are turned off. Is it any different if you start a new game? Is there any special mod changing things specifically on the player entity? There is, for sure, some oddity at play as MSMA does not alter the leg blend shapes' values, and the legs on the hologram in that screenshot are thicker ( no thigh gap) than the ones on the player (thigh gap). The body shape on the entire hologram is a bit different, and on a normal playthrough, it should be identical to the player. Odds are some mods are affecting the player entity in some special way, that is not directly accessible or visible when I make the hologram copy. That is the likely cause why the MSMA morphs do not work. Edited December 6, 2025 by MSM_Alice
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now