judge007 Posted December 30, 2025 Posted December 30, 2025 (edited) 1 hour ago, MSM_Alice said: New test version. Now at Marina, the Defacing tattoos can also be removed one by one, not only in bulk. @ARose845 Not the best UI for it, but at least it is possible now. If you accidentally removed one that was actually wanted, there is also an "undo last removal". Also added a new option in the debug page to make Marina's Tattoos auto-refresh periodically, 1 means once eveny 30ish seconds, 5 means once every 150 seconds. 0 is "disabled." In the music MCM page, the music catalog now also has an option that can be toggled on so the catalog displays the track titles as pop-ups. Mods that still operate their Overlays by UID ( and not by overlay name) like CumOverlays.esp, can cause legit overlays to get "lost" due to the bug in the Looksmenu DLL related to UIDs. The periodic refresh will mitigate some of those effects. MSMA_Act1_[In_Development]_1_0240.zip 125.64 MB · 1 download New game, or is update possible? P.S. Just noticed the new music! Thanks, you're being begged to add to the 200 song download . . . Edited December 30, 2025 by judge007 Music!
MSM_Alice Posted December 30, 2025 Author Posted December 30, 2025 21 minutes ago, judge007 said: New game, or is update possible? P.S. Just noticed the new music! Thanks, you're being begged to add to the 200 song download . . . Update should be possible. 1
ARose845 Posted December 30, 2025 Posted December 30, 2025 3 hours ago, MSM_Alice said: New test version. Now at Marina, the Defacing tattoos can also be removed one by one, not only in bulk. @ARose845 Not the best UI for it, but at least it is possible now. If you accidentally removed one that was actually wanted, there is also an "undo last removal". Also added a new option in the debug page to make Marina's Tattoos auto-refresh periodically, 1 means once eveny 30ish seconds, 5 means once every 150 seconds. 0 is "disabled." In the music MCM page, the music catalog now also has an option that can be toggled on so the catalog displays the track titles as pop-ups. Mods that still operate their Overlays by UID ( and not by overlay name) like CumOverlays.esp, can cause legit overlays to get "lost" due to the bug in the Looksmenu DLL related to UIDs. The periodic refresh will mitigate some of those effects. MSMA_Act1_[In_Development]_1_0240.zip 125.64 MB · 1 download its so cool that you managed to patch this in in less than one day!!! thank you so much! that works exactly like how I was sort of hoping it would from the off, and now I understand how to go through marina's menu to scrub them, it is actually way easier than going into looks menu body overlays and swapping/wiping them one by one. this fucking rules! 1
Mimirue17 Posted December 30, 2025 Posted December 30, 2025 4 hours ago, MSM_Alice said: If you're waiting for new tracks I have a few new tracks since I realized that with the latest aid from Marina, the player can end up inflated and round, so there are some super-silly inflation-based tracks. I explored some neo-psychedelia with those, so it might not be as easily digestible as the others, but ...it is new Haven't gotten around to putting them in the build yet. Not sure how many of them will make it in. That Goo That Goo.mp3 2.97 MB · 1 download Fill Me up To Shut It Down Fill_Me_Up_To_Shut_It_Down.mp3 3.79 MB · 1 download Fill Me up To Shut It Down v2 Fill_Me_Up_To_Shut_It_Down_v2.mp3 3.77 MB · 1 download Full (Till My Tummy Gets...) Till my tummy gets.... .mp3 2.79 MB · 1 download The Cure The Cure.mp3 3.8 MB · 1 download The Cure v2 The Cure v2.mp3 3.81 MB · 1 download Wasteland Hunger Wasteland Hunger.mp3 3.62 MB · 1 download Wasteland Hunger v2 Wasteland Hunger v2.mp3 4.17 MB · 1 download Soft and Full and Round Soft and Full and Round.mp3 3.56 MB · 1 download Soft and Full and Round v2 Soft and Full and Round v2.mp3 2.94 MB · 1 download Craving Control Craving Control.mp3 4.35 MB · 1 download Craving Control 2 Craving Control v2.mp3 3.91 MB · 1 download hell ya, love the energy of these! added them all 1
MSM_Alice Posted December 30, 2025 Author Posted December 30, 2025 (edited) 7 hours ago, ARose845 said: its so cool that you managed to patch this in in less than one day!!! thank you so much! that works exactly like how I was sort of hoping it would from the off, and now I understand how to go through marina's menu to scrub them, it is actually way easier than going into looks menu body overlays and swapping/wiping them one by one. this fucking rules! Since I was already revisiting the tattoo system to add the granular removal at Marina ( not just bulk removal), I added a bit more finesse to the face tattoos and their interplay with face makeup. Now there is a makeup mess-up threshold ( settable in the MCM, general settings page, defacing tattoo section), and if makeup is applied and is above that quality threshold, it covers up visually defacing face tattoos that the player might have. However, if makeup gets messed up ( player goes in water, combat, tears across the face, or any other reason makeup mess-up status goes above that threshold), then the covered-up face tattoos become visible once again. This happens dynamically depending on make-up status. If the tattoo is applied over existing makeup, then naturally, even if that makeup was perfect, the tattoo will naturally be visible until covered up with a new layer of makeup (or until removed at Marina, as face tattoos, too, can be removed granulary, or bulk at Marina). When inspecting external defacing tattoos at Marina in granular mode, any face defacing tattoos, if present, are usually populated on the last slot in the list, and they are specifically mentioned as face tattoos, different than the other layers on the body. Before this version, face tattoos were only visible starting from the moment they were applied, until the first time makeup was applied over them or skin-clearing napkins were used, then they got visually hidden permanently (but gameplay-wise they continued to produce effects). That was not ideal, the current adjusted system is, I think, better and more immersive. New test version with all this attached. Update mid-playthrough should be okay. MSMA_Act1_[In_Development]_1_0241.zip Edited December 30, 2025 by MSM_Alice 2
hiono Posted January 1 Posted January 1 I'm not sure if this is allowed but I think this is another good companion mod to MSMA its early but the gameplay idea i think lines up. 1
Mimirue17 Posted January 1 Posted January 1 3 hours ago, hiono said: I'm not sure if this is allowed but I think this is another good companion mod to MSMA its early but the gameplay idea i think lines up. I use them together, but it requires setting the cravings system to very low levels (30%) assuming you are going to sexfight as many monsters in the dungeon as possible. Its fun though, so I can not wait for both mods to reach the next big update 2
MSM_Alice Posted January 2 Author Posted January 2 (edited) New in development version for testing 1.0250 (upgrade mid -mid-playthrough should in theory be fine) Probably needs more polish; it is still experimental in some aspects. - Added punchier, screen-space VFX for Mindblowing and Galactic orgasms for the player, so their power and importance are more clearly outlined. Can be adjusted /toggled in the MCM - Added interplays for exaggerated belly sizes and exaggerated chest sizes with sprinting, running, and jumping (go large enough for chest and belly, and the only safe way to move around without draining your AP is walking). Also tunable/toggleable in the MCM- General settings - Added a bunch of interplays for belly size and chest size with power armors ( go large enough in terms of chest size or belly size, and squeezing into a power armor will feel like torture). There are PA torso mods that one can build at any PA stand, helping with expanded room for chest and belly in the power armor. (for all vanilla PA frame torsos T-45, T-51, T-60 and X-01) - Added an MCM option to no longer test for the presence of certain named animations before calling them, and just calling them directly (useful probably for people using NAF). MSMA_Act1_[In_Development]_1_0250.zip Edited January 2 by MSM_Alice 2
Mimirue17 Posted January 2 Posted January 2 2 hours ago, MSM_Alice said: New in development version for testing 1.0250 (upgrade mid -mid-playthrough should in theory be fine) Probably needs more polish; it is still experimental in some aspects. - Added punchy-er, screen-space FVX for Mindblowing and Galactic orgasms for the player, so their power and importance are more clearly outlined. Can be adjusted /toggled in the MCM - Added interplays for exaggerated belly sizes and exaggerated chest sizes with sprinting, running, and jumping (go large enough for chest and belly, and the only safe way to move around without draining your AP is walking). Also tunable/toggleable in the MCM- General settings - Added a bunch of interplays for belly size and chest size with power armors ( go large enough in terms of chest size or belly size, , and squeezing in a power armor will feel like torture). There are PA torso mods that help with expanded room for chest and belly in the power armor. (for all vanilla PA frame toross) - Added an MCM option to no longer test for the presence of certain named animations before calling them, and just calling them directly (useful probably for people using NAF). MSMA_Act1_[In_Development]_1_0250.zip 125.66 MB · 2 downloads I guess that big bottom will fit in most PA 'Baby got Back' playing in the background. You got to balance out that huge rack with some center of gravity in the caboose to match, hehe 1
MSM_Alice Posted January 2 Author Posted January 2 4 hours ago, Mimirue17 said: I guess that big bottom will fit in most PA 'Baby got Back' playing in the background. You got to balance out that huge rack with some center of gravity in the caboose to match, hehe I didn't find a satisfactory separate solution for the butt since there is not a " lower torso" armor item, and the legs are always separate, Left and right, and I felt I'd be overcomplicating things. So, all "body room " requirements are handled by the Bimbo Armor mod on the torso. Not set in stone, I will think about it some more
Mimirue17 Posted January 2 Posted January 2 56 minutes ago, MSM_Alice said: I didn't find a satisfactory separate solution for the butt since there is not a " lower torso" armor item, and the legs are always separate, Left and right, and I felt I'd be overcomplicating things. So, all "body room " requirements are handled by the Bimbo Armor mod on the torso. Not set in stone, I will think about it some more its all good, was just kind of joking around anyways - love the tinkering with things like this - you rockin this stuff
Mimirue17 Posted January 2 Posted January 2 did you see the stripper pole framework that dropped last week? Was curious how that would work with the the poles that are unassignable (think thats the one you would want as you put that on the pole instead) and think that would be a good way for a Bimbo to make some caps without having to prostitute themselves - maybe in something coming up in the story, or maybe as and option if you choose the prostitute/charm route - "want to see me on a pole baby?" who knows - maybe something you could use.
MSM_Alice Posted January 2 Author Posted January 2 (edited) 4 hours ago, Mimirue17 said: did you see the stripper pole framework that dropped last week? Was curious how that would work with the the poles that are unassignable (think thats the one you would want as you put that on the pole instead) and think that would be a good way for a Bimbo to make some caps without having to prostitute themselves - maybe in something coming up in the story, or maybe as and option if you choose the prostitute/charm route - "want to see me on a pole baby?" who knows - maybe something you could use. MAybe. Right now, I am trying to learn how to add graphics to new perks and such, as in Act1 I want the interface to look more polished. Bethesta really made it needlessly difficult to add any type of graphics to modded UI elements like perks. Why does it need to be a SWF, and why does it need to be vectorised? Edited January 2 by MSM_Alice 1
judge007 Posted January 2 Posted January 2 3 minutes ago, MSM_Alice said: MAybe. Right now, I am trying to learn how to add graphics to new perks and such, as in Act1 I want the interface to look more polished. Bethesta really made it needlessly difficult to add any type of graphics to modded UI elements like perks. Why does it need to be a SWF, and why does it need to be vectorised? That'll go quite well with the vault girl interface for the pipboy . . . 1
MSM_Alice Posted January 2 Author Posted January 2 (edited) Even though I created the SWF as they wanted and everything, and it shows in the Perks window, buut..... in the crafting interface, it is still missing ( where it shows the required skill, if is locked, or not ), as any new images that I would want to show there need to be injected in the base vanilla UI SFW file. A table-flipping moment for sure. What if I don't want to mess with and edit the base vanilla SWF file, because then I'd enter in potential conflicts with many other mods that would edit that. Why can't I have a separate SWF or image file, specific to my perk, that shows there? * grumble grumble* That perk definition in the creation kit already has TWO fields, for image presentations of that perk. One for a classic image icon (that should work but apparently does nothing) and one pointing to a SWF ( that apparently only works in the perks tab) Why do I need a third asset representation injected into the base Vanilla UI perk SWF file? Edited January 2 by MSM_Alice
mercplatypus Posted January 2 Posted January 2 As far as power armor augments go I'd normally say it probably isn't that big of a necessity. If that's the direction you want to go in though there are a few ideas we can go with. Head module- Kink Identification software. The implant links with the sensors in the power armor to scan and identify kinks and likes from available partners giving you an additional advantage to all sexfights that start within a short timeframe of exiting your bimbo armor. Arms and legs are tricky mainly because you have to keep in mind that you can have the module in both sets and that the effect has to be able to stack. Legs- Advanced Bio Processors. Increase speed at which bio fluids you have collected are processed due to using a portion of the bio fluid to power the power armor and reduce battery drain while processing bio fluid. Each leg gives 25% faster processing speed for 10% reduced battery life. Arms- Masochist Matrix. Increase the amount of damage reduced by blocking at the expense of driving up arousal and sex addiction. This is a bit of a stretch, the idea is that it gives you added reason to have to use your toys to cool off periodically if you've gotten into melee fights. A lot of these bimbo upgrades could also go into regular armor as well for people who don't like running around in power armor. If you can have a BioCommMesh that increases chem duration in a basic leather chest piece you can also have need for additional tittie room to avoid negative consequences. It would also probably be good to have multiple tiers of each upgrade that requires higher bimbo levels to unlock. Ideas I have no clue which piece you'd stick them on: Bio Replenishers- Diverts a portion of your bio fluid processing to healing and regenerating your body. Healing and rad reduction while actively processing bio fluid. Bio Fluid storage- allows collection of bio fluids beyond what you would normally be able to carry in your body to help avoid becoming over inflated. I think all the torso upgrades should carry some form of boost to body room, just a lot less than whatever the big upgrade is that gives you a lot of space. so like Body Storage of 3 or so. That's all I've got for suggestions/ideas. I'm not much of a power armor user so anything you can add or move over to weapons and regular armor would be great. Really as long as each of the upgrades reinforces a bimbo playstyle (namely collecting bio fluid, having sex, increasing/decreasing sex attributes that now need attention with a toy, etc) and doesn't drive the player away from being a bimbo would be good. Otherwise so far it looks like it's working for me. I have the upgrade but early game enemies don't really fill you to bursting to test out consequences of getting over inflated and shoving yourself into a tin can. I did notice that my first scene with Wedge once again is refusing blow job scenes. Not sure what's going on there. 1
MSM_Alice Posted January 2 Author Posted January 2 (edited) 29 minutes ago, mercplatypus said: As far as power armor augments go I'd normally say it probably isn't that big of a necessity. If that's the direction you want to go in though there are a few ideas we can go with. Head module- Kink Identification software. The implant links with the sensors in the power armor to scan and identify kinks and likes from available partners giving you an additional advantage to all sexfights that start within a short timeframe of exiting your bimbo armor. Arms and legs are tricky mainly because you have to keep in mind that you can have the module in both sets and that the effect has to be able to stack. Legs- Advanced Bio Processors. Increase speed at which bio fluids you have collected are processed due to using a portion of the bio fluid to power the power armor and reduce battery drain while processing bio fluid. Each leg gives 25% faster processing speed for 10% reduced battery life. Arms- Masochist Matrix. Increase the amount of damage reduced by blocking at the expense of driving up arousal and sex addiction. This is a bit of a stretch, the idea is that it gives you added reason to have to use your toys to cool off periodically if you've gotten into melee fights. A lot of these bimbo upgrades could also go into regular armor as well for people who don't like running around in power armor. If you can have a BioCommMesh that increases chem duration in a basic leather chest piece you can also have need for additional tittie room to avoid negative consequences. It would also probably be good to have multiple tiers of each upgrade that requires higher bimbo levels to unlock. Ideas I have no clue which piece you'd stick them on: Bio Replenishers- Diverts a portion of your bio fluid processing to healing and regenerating your body. Healing and rad reduction while actively processing bio fluid. Bio Fluid storage- allows collection of bio fluids beyond what you would normally be able to carry in your body to help avoid becoming over inflated. I think all the torso upgrades should carry some form of boost to body room, just a lot less than whatever the big upgrade is that gives you a lot of space. so like Body Storage of 3 or so. That's all I've got for suggestions/ideas. I'm not much of a power armor user so anything you can add or move over to weapons and regular armor would be great. Really as long as each of the upgrades reinforces a bimbo playstyle (namely collecting bio fluid, having sex, increasing/decreasing sex attributes that now need attention with a toy, etc) and doesn't drive the player away from being a bimbo would be good. Otherwise so far it looks like it's working for me. I have the upgrade but early game enemies don't really fill you to bursting to test out consequences of getting over inflated and shoving yourself into a tin can. I did notice that my first scene with Wedge once again is refusing blow job scenes. Not sure what's going on there. While they are interesting, I don't really want to nudge the player in the direction of using MORE power armor. This is why these size-based usage limits have appeared; the more of a bimbo the player is, if they go for more inflated/impressive measurements, the trickier it will be to use the power armor. So it is a move away from Power Armor, not towards it. And the bimbo Torso mod is just a way to still have them be usable if absolutely needed, since sometimes in some quests, they are a requirement. No clue what is happening on the Wedge scene since: - it uses the oral bespoke animation from Savage Cabbage, named as a staged animation defined in UAP . - as a fallback, it uses the oral anim name as defined in Indarello's patch - Failing to find either of those two, it asks for an oral scene with mandatory oral tags. As far as I can tell, there really should be impossible to have a non oral anim there. I'm obviously missing something. You can use the new option to not try to validate the presence of anims, vuia the custom AAF events. and just ask for them to play hoping they are present ( else there will be AAF error 4) : Edited January 2 by MSM_Alice
mercplatypus Posted January 2 Posted January 2 1 hour ago, MSM_Alice said: While they are interesting, I don't really want to nudge the player in the direction of using MORE power armor. This is why these size-based usage limits have appeared; the more of a bimbo the player is, if they go for more inflated/impressive measurements, the trickier it will be to use the power armor. So it is a move away from Power Armor, not towards it. And the bimbo Torso mod is just a way to still have them be usable if absolutely needed, since sometimes in some quests, they are a requirement. No clue what is happening on the Wedge scene since: - it uses the oral bespoke animation from Savage Cabbage, named as a staged animation defined in UAP . - as a fallback, it uses the oral anim name as defined in Indarello's patch - Failing to find either of those two, it asks for an oral scene with mandatory oral tags. As far as I can tell, there really should be impossible to have a non oral anim there. I'm obviously missing something. You can use the new option to not try to validate the presence of anims, vuia the custom AAF events. and just ask for them to play hoping they are present ( else there will be AAF error 4) : I get where you are coming from. I think there is still some possibility there, especially for regular armor, down the road if you wanted to expand on it which is probably the more important thing. I finally got the new feature for squishing myself into power armor to kick off and give me warnings. Character was made this morning after updating to the newest version of the test. I got to bimbo level 1 after freeing the idiot brigade for sanctuary and did Wedges films to generate the necessary bimbo points and maxxed out breast and butt size for bimbo 1. I tried getting the feature to trigger a few times but had no luck and I had eventually thought that I would just need to level to bimbo level 2 before I could get enough size increases to have issues. I decided to put that thought on the back burner while trying to get used to using power armor again (I almost never do outside of the Out of Time quest). I don't know the exact timeframe but it was long enough to run from sanctuary to the robotics disposal site next to Satellite Station Olivia, wipe out a raider camp and deal with the mole rates, when it finally triggered the warning of being squished into power armor being painful. The feature is working but for some reason is heavily delayed between when I get into the armor and when it begins to function. The timeframe is at least 3-4 minutes. As far as the Wedge scene goes I have to assume it's related to running not the current version of the game, but the one that came just before the most current version. I have both Savagecabbage and UAP going but it's still not recognizing things. That could also be the source of the delays on the power armor squish feature.
MSM_Alice Posted January 2 Author Posted January 2 1 hour ago, mercplatypus said: I don't know the exact timeframe but it was long enough to run from sanctuary to the robotics disposal site next to Satellite Station Olivia, wipe out a raider camp and deal with the mole rates, when it finally triggered the warning of being squished into power armor being painful. The feature is working but for some reason is heavily delayed between when I get into the armor and when it begins to function. The timeframe is at least 3-4 minutes. Thank you for testing. Is that the delay from A. When you see the pop-up, when you get in the PA, then 3-4 minutes start to see AP dropping? Or B 3-4 minutes until you see the text pop-up after you enter the PA? The pop-up warning should fire as soon as the animation to enter the PA is done. Once you are in the PA, there are no new size evaluations until you exit and enter a PA again.
MSM_Alice Posted January 3 Author Posted January 3 (edited) New test version ( upgrade mid-playthrough should be okay) v 1.0260 Edit see 1.0261 below Changelog (from 1.0250) Extreme Size related effects are now announced by QOh, not by a text pop-up. First comment in a playthrough is mandatory; the frequency of the others that follow after can be tuned in the QOH page. BimboSmith perk: a new perk that controls the manufacturing of the PA torso armor mod that deals with extreme bimbo sizes. It gets auto granted to the player on update for now. Added optional funny sounds to accompany these extreme size effects Player will now moan, cuss, and complain when feeling these effects ( tunable in MCM) (out loud with some lipsync and face expressions too, not just in their head) Added a lot of MCM options to configure how the extreme sizes interact with gameplay Configurable master on OFF switches for effects on player motion, and effects on power armor MCM configurable amount that the Hypersexual gear helps in offsetting the debilitating effects of the extreme sizes. more in the image below... Edited January 3 by MSM_Alice 1
MSM_Alice Posted January 3 Author Posted January 3 Added a small tweak to the above so the player's moaning doesn't get stuck on the largest/ most problematic size at the time, but cycles through ALL sizes that might be out of whack/cause a problem ( Chest, Butt, OR belly) MSMA_Act1_[In_Development]_1_0261.zip 1
mercplatypus Posted January 3 Posted January 3 9 hours ago, MSM_Alice said: Thank you for testing. Is that the delay from A. When you see the pop-up, when you get in the PA, then 3-4 minutes start to see AP dropping? Or B 3-4 minutes until you see the text pop-up after you enter the PA? The pop-up warning should fire as soon as the animation to enter the PA is done. Once you are in the PA, there are no new size evaluations until you exit and enter a PA again. 3-4 minutes after entering power armor and seeing AP drop.
MSM_Alice Posted January 3 Author Posted January 3 2 hours ago, mercplatypus said: 3-4 minutes after entering power armor and seeing AP drop. Ok, so you enter the PA, you see the extra AP drop, and all effects that you would expect to see from the extra sizes, on time, then 3-4 minutes pass (experiencing the effects that the pop-up would warn you about), and then you see the pop-up? So it is just the tardiness of the poup that is the issue here, not any tardiness of the actual effects? It is surprising, as the same script that applies the effects was the one that fires the pop-up, and I've never had pop-ups get delayed 3-4 minutes after being fired. So maybe the pop-up pipeline on your setup was "clogged" somehow, but things aside from that actually work okay? Bizzare. No matter, the new build no lnger has popups, things are comunicated via voice lines. How are things on the latest release then?
MSM_Alice Posted January 3 Author Posted January 3 (edited) Testing some more, I corrected an issue with the BimboSmithPerk that was incorrectly appearing on the Charisma track on the Perk chart. Otherwise, this looks pretty clean, if no other issues pop up I might even put this version on the main page. Edit: there are actually a few more bugs and tuning left to do, like that random "copysource" line that QoH says in certain edge cases, so still more to do but.... getting close. But probably a 1.0263 will be the one that goes on the main page Download link is 4 posts down. Edited January 3 by MSM_Alice
mercplatypus Posted January 3 Posted January 3 (edited) 5 hours ago, MSM_Alice said: Ok, so you enter the PA, you see the extra AP drop, and all effects that you would expect to see from the extra sizes, on time, then 3-4 minutes pass (experiencing the effects that the pop-up would warn you about), and then you see the pop-up? So it is just the tardiness of the poup that is the issue here, not any tardiness of the actual effects? It is surprising, as the same script that applies the effects was the one that fires the pop-up, and I've never had pop-ups get delayed 3-4 minutes after being fired. So maybe the pop-up pipeline on your setup was "clogged" somehow, but things aside from that actually work okay? Bizzare. No matter, the new build no lnger has popups, things are comunicated via voice lines. How are things on the latest release then? Nope. I enter the power armor, then 3-4 minutes pass, then I get the pop up, then the AP starts to get affected. Haven't tried the latest file yet. Quick Edit: Just tried 0262. The QOH immediately kicked in and my AP immediately started getting affected. Not sure I'm a fan of this feature but it is working properly. Edited January 3 by mercplatypus
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