MSM_Alice Posted March 6 Author Posted March 6 (edited) 54 minutes ago, mk1234s said: I found a clothing mod called "HyperSexual MSMA Clothing 2" in my inventory. I don't remember how I got it. How is this mod different from version 1?  Odds are you bought it from Marina, for bimbo points, using the service menu, or you removed it from an existing level 2 Bimbo gear item at an armor workbench. Each of them are specific for making gear that is specific for a certain bimbo levlel. If you buy one such clothing mod from Marina when you are a level 1 bimbo, you get the level 1 version. If you buy one when you are a level 2 bimbo, you get the Level 2 bimbo version ( what you have now) and so on. They are bimbo-level specific, for maximum effect. Use these armor mods at any armor workbench, on any armor that has the ballistic weave slot, Edited March 6 by MSM_Alice 1
Nea_Bessy Posted March 6 Posted March 6 (edited) I have an advanced save with London. (it was started in London). Many playing days have been played there and all the settlements are built up. Now I can no longer imagine my games without your mod. And I wanted to put it on that save.  But..... When I came to the 111, the quest didn't start. When you click on the "forced" button, the dialogue with the scientist began from the moment of his disappearance. After the dialogue ended, the music started playing and I went to Marina. But Marina is silent.,  What can I do to activate the mod besides clicking on the button? Edited March 6 by Nea_Bessy
Lastlostman Posted March 7 Posted March 7 22 hours ago, MSM_Alice said: Glad to hear it was sorted out. Which AAF version you had before, where the stall would happen?  The 161 Beta version available on Nexus. I was able to find a newer version in Dagoba King's discord.
VaunWolfe Posted March 7 Posted March 7 I am having an issue when it comes to my character changing hair style. when it goes to looks menu my character moves for the hair doo and I can not see her anymore because camera for looks menu faces away from them.
woodrealmelf Posted March 8 Posted March 8 Hello need help was trying to see the options for tattoo but the hologram is not showing? and can anyone help me also what to install the prelude or the story? and whats the difference between the two?
MSM_Alice Posted March 8 Author Posted March 8 (edited) 9 hours ago, woodrealmelf said: Hello need help was trying to see the options for tattoo but the hologram is not showing? and can anyone help me also what to install the prelude or the story? and whats the difference between the two? Hello. Prelude is the mod as it was back in December 2025. Act1 and Story mode is the mod as it is today, with two months' worth of improvements and extra features. Use one or the other. If you have a game started on the old prelude version, it is not upgradable on Act1 Story mode mid-playthrough; you'll have to start a new game on Act1/Storymode.  As for the screenshot above, I am unsure what led to that point; there's no context provided. When you start a new game, you do need to save and load the game at least once since the start, for things to initiatlize and the hologram to be visible. Edited March 8 by MSM_Alice
MSM_Alice Posted March 8 Author Posted March 8 (edited) 7 hours ago, VaunWolfe said: I am having an issue when it comes to my character changing hair style. when it goes to looks menu my character moves for the hair doo and I can not see her anymore because camera for looks menu faces away from them.  On some versions of the game Looksmenu camera positioning is not consistent with the offsets that MSMA applies, especially if already in third personmode, when invoing that menu, If you want to use marina's hairstyle change option on her sevice menu, but are taken aback and confused by the camera positioning, just: - run that process once, to that the BP price is payed, and the " ellaboerate hairdo" ,( or what you pick) flag is set. - then close looksmenu without making any actual changes ( assuming you won;t be able to see them anyway since the odd camera change) . - Then invoke looksmenu separatelly , normally via the console and do your visual changes, knowing the gameplay bonus of changing the hairstyle applies anyway.  Edited March 8 by MSM_Alice
MSM_Alice Posted March 8 Author Posted March 8 (edited) 22 hours ago, Lastlostman said: The 161 Beta version available on Nexus. I was able to find a newer version in Dagoba King's discord. That IS a rather ancient version, from several years ago, though I was always under the impression it would work with it too. At some point maybe i will roll back to it and see what the problem is but glad it works with a version from the present days,.  Edited March 8 by MSM_Alice 1
MSM_Alice Posted March 8 Author Posted March 8 (edited) On 3/6/2026 at 8:08 PM, Nea_Bessy said: I have an advanced save with London. (it was started in London). Many playing days have been played there and all the settlements are built up. Now I can no longer imagine my games without your mod. And I wanted to put it on that save.  But..... When I came to the 111, the quest didn't start. When you click on the "forced" button, the dialogue with the scientist began from the moment of his disappearance. After the dialogue ended, the music started playing and I went to Marina. But Marina is silent.,  What can I do to activate the mod besides clicking on the button? Hmm Fallout London does do some pretty big changes to the game, who knows, maybe some of those are so vast that they interfere with some core assumptionsof MSMA. MSMA might not be compatible with fallout London. I never played it and never had it installed on my dev PC.  Let's see. Before pressing the "force talk with the scientist " button, did you actually start the mod in earnest, using the " force start" the mod button (on the MSMa init page), so you properly get that age-check pop-up, start-up questions, and start the subsystem initialization process? Were you actually seeing the scientist anywhere near the containers? If not, the mod has never really started.  The forctalk button with the scientist is meant to be use if/after the mod was approved to be started, and it actually started, and you actually see the scientist there before your eyes. Otherwise, "no bueno." Edited March 8 by MSM_Alice
woodrealmelf Posted March 8 Posted March 8 1 hour ago, woodrealmelf said: Hello need help was trying to see the options for tattoo but the hologram is not showing? oh nvm if ever i try to change my appearance it seems that the hologram wont show and need to go back to my original character i made
Nea_Bessy Posted March 8 Posted March 8 (edited) 3 hours ago, MSM_Alice said: Hmm Fallout london does do some pretty deep changes to the game, who knows, maybe some of those are so vast that they intervere with some core assumptionsof MSMA. MSMA might not be compatible with fallout London. I never played it and never had in installed on my dev PC.   I've been playing assembly games with London for a long time.  There are mods that create gateways between cities, I've been playing on assemblies with London for a long time. So far, there have been no special problems. There are two variants of this game. 1. (Fallout 4 Settings) Start the game in the usual way. Log out of Vault 111 and connect London after that. Then move to London and launch the London launch mods through the codes.  2. (Fallout London Settings) Start the game in London and move to Boston, then come to Concord, help Preston, and so on.  If I connect your mod to the saves made in the first way, there are no problems. Windows appear. A specialist appears and all the dialogues are going well.  If I connect your mod to saves made using the second method (after London)  I see age-check popup, start-up questions, and start the subsystem initalisation process. Then I come to the entrance to 111 and see a scientist there,  3 hours ago, MSM_Alice said: Were you actually seeing the scientinst anywhere by the containers ? YES  When I approach the scientist, the dialog does not start, When I press E, the dialog does not start.,  When I  press " forcetalk with the scientist " button in MCM - dialog starting. But it doesn't start from the beginning. I'm skipping the initial dialogue and choosing the Nora-not a Nora option. The dialogue begins when the scientist disappears. The dialog goes on normally. Then Nora's music plays. A message appears about the start of the quest and the marker is on the Marina. The implant pop-up opens. I can see my stats and sexfight settings. But the dialogue with Marina does not begin. She's silent. Spoiler   The codes at the quest stage don't help Is there any way to force this dialog to start?  And on the saves started in Boston, the mod seems to work fine, The only problem is this,  Spoiler  Edited March 8 by Nea_Bessy 1
Nea_Bessy Posted March 8 Posted March 8 4 hours ago, MSM_Alice said:   ADDITIONAL INFORMATION. When I stand in front of Marina, I see this in the MСM  Spoiler  Marina is silent. Is there any way to force this dialog to start? Â
woodrealmelf Posted March 8 Posted March 8 hello again sorry just want to ask i get a notif saying about bimbo gear isnt that the clothes i bought from marina?
Mimirue17 Posted March 8 Posted March 8 26 minutes ago, woodrealmelf said: hello again sorry just want to ask i get a notif saying about bimbo gear isnt that the clothes i bought from marina? The gear may be outdated and needs to be put in the trunk near Marina and adjusted to the current level.  Same would apply to gear you have added the hypersexualized weave to.  Every time you bimbo level up you need to adjust the gear to correct level or buy new gear from Marina that is of the correct level. 1
woodrealmelf Posted March 8 Posted March 8 17 minutes ago, Mimirue17 said: Â Every time you bimbo level up you need to adjust the gear to correct level or buy new gear from Marina that is of the correct level. oh thank you very much, another thing is this mod the one that causes the blur when in normal dialogue?and is there away to disable to bimbo walk?
Mimirue17 Posted March 8 Posted March 8 2 minutes ago, woodrealmelf said: oh thank you very much, another thing is this mod the one that causes the blur when in normal dialogue?and is there away to disable to bimbo walk? There is a MCM setting in the MSMA General category that you can adjust it, and at what level it starts to appear at. 1
MSM_Alice Posted March 8 Author Posted March 8 (edited) 4 hours ago, Nea_Bessy said: I've been playing assembly games with London for a long time.  There are mods that create gateways between cities, I've been playing on assemblies with London for a long time. So far, there have been no special problems. There are two variants of this game. 1. (Fallout 4 Settings) Start the game in the usual way. Log out of Vault 111 and connect London after that. Then move to London and launch the London launch mods through the codes.  2. (Fallout London Settings) Start the game in London and move to Boston, then come to Concord, help Preston, and so on.  If I connect your mod to the saves made in the first way, there are no problems. Windows appear. A specialist appears and all the dialogues are going well.  If I connect your mod to saves made using the second method (after London)  I see age-check popup, start-up questions, and start the subsystem initalisation process. Then I come to the entrance to 111 and see a scientist there,  YES  When I approach the scientist, the dialog does not start, When I press E, the dialog does not start.,  When I  press " forcetalk with the scientist " button in MCM - dialog starting. But it doesn't start from the beginning. I'm skipping the initial dialogue and choosing the Nora-not a Nora option. The dialogue begins when the scientist disappears. The dialog goes on normally. Then Nora's music plays. A message appears about the start of the quest and the marker is on the Marina. The implant pop-up opens. I can see my stats and sexfight settings. But the dialogue with Marina does not begin. She's silent.  Reveal hidden contents   The codes at the quest stage don't help Is there any way to force this dialog to start?  And on the saves started in Boston, the mod seems to work fine, The only problem is this,   Hide contents  TL:DR: The symptoms you describe ( Scientist not talking, and Marina not talking, HUD not working) are consistent with a state where the MSMA main quest or main script is not starting at all, or are force stopped by something after being started. It seems on the "faulty" method you want to use to use MSMA on Fallout London, the main quest is not started or is refusing to start, (perhaps because it was started then force stopped) , so its scripts are perhaps never initialised, or have been stopped; at any rate they do not currently run so the mod in not in a proper state at all. What do you see if you type showqueststages MSMAMysteriousScientistDialogue In console? Is that quest running at all? The dialogue with the Queen of Hearts'" voice in my head" character is not the dialogue with the scientist, but a different dialogue with QOH tht starts after. That one is handled by the Queen of Hearts' manager quest, a different script and a different quest than the main sexfight quest (which is called MSMAMysteriousScientistDialogue ). So probably the QOH manager quest is working/started, but not the main sexfitght one. The main one seems not to be working on your system since - the dialogues with Misty and the intro with Marina don't start, and - The HUD is not updating its values. All these aspects (as well as the intial initialisation) are handled by the main Papyrus script attached to the MSMAMysteriousScientistDialogue. If you see that age check pop-up it means that the initialisation process has started, but there's no guarantee that something else is not killing it later somehow, especially if this mod has been installed before on that save, then force-stopped, it won't ever start again, as this quest is flagged as "run once," so if stopped, it won't start again on the same play-through a second time. . Edited March 8 by MSM_Alice
MSM_Alice Posted March 8 Author Posted March 8 (edited) 2 hours ago, woodrealmelf said: oh thank you very much, another thing is this mod the one that causes the blur when in normal dialogue?and is there away to disable to bimbo walk? This mod does not do any dialogue-based blur on its own. Blur can be caused by other factors, such as alcohol intoxication, trauma/mindbreak from SA atributes also does some subtle pulsating blur. Yes, as Mimirue17 said, bimbo walk has its own on/off setting (or level at which it should start) in the MCM. Edited March 8 by MSM_Alice
MSM_Alice Posted March 8 Author Posted March 8 (edited) 5 hours ago, woodrealmelf said: hello again sorry just want to ask i get a notif saying about bimbo gear isnt that the clothes i bought from marina? Can you provide a screenshot? Clothes you buy from Marina usually are good for your current bimbo level, but if you have leveled up since then to a higher bimbo level, the lower-level clothing you still have some effects, but they are not maximally effective anymore since they no longer match our bimbo level. For maximum effectiveness, you need gear that matches your bimbo level. Edited March 8 by MSM_Alice
MSM_Alice Posted March 8 Author Posted March 8 (edited) 5 hours ago, Nea_Bessy said:  ADDITIONAL INFORMATION. When I stand in front of Marina, I see this in the MСM   Reveal hidden contents     Marina is silent. Is there any way to force this dialog to start?  MSMA also has a "random NPC dialogue blocker" functionality, to keep the NPC silent during key dialogues that shouldn't be randomly interrupted by NPC passing by.  Maybe you have that system set to on somehow, by some freak error (but that would affect all NPC, not just Misty and Marina) . There's a debug button that resets that to off in the MCM (see image below). But from what you're describing, it sounds more like a large chunk of the mod ( the main Sexfight quest or the script attached to it) has not started, or has started and then has been force-stopped.  In the end, MSMA was not developed on a system with Fallout London on it, so it is not guaranteed to work with it. I have no idea what Fallout London does, and what side effects it can generate. If you found a way to make it work, that is great. It is best to use that method first and foremost. The other method that does not work is best avoided. I have no clue what the problem is on that path, and can only do some guesswork on how to fix it, as I do not have Fallout London. Edited March 8 by MSM_Alice
woodrealmelf Posted March 8 Posted March 8 2 hours ago, MSM_Alice said: Yes, as Mimirue17 said, bimbo walk has its own on/off setting (or level at which it should start) in the MCM. im so dumb still cant find it
woodrealmelf Posted March 8 Posted March 8 1 hour ago, MSM_Alice said: Can you provide a screenshot? i will soon its just not right now im doing a playthrough on survival and i cant fast travel or save, good gawd my days. im doing some other mod in nuka world and i need to access the transport to travel back to sanctuary
MSM_Alice Posted March 8 Author Posted March 8 4 minutes ago, woodrealmelf said: im so dumb still cant find it Perhaps this will make it easier (you do need to scroll down on most settings pages to see all possible settings). 1
woodrealmelf Posted March 8 Posted March 8 44 minutes ago, MSM_Alice said: Perhaps this will make it easier (you do need to scroll down on most settings pages to see all possible settings). i changed it to 0 or made it higher to 7 but its still the same, her hands are still up
woodrealmelf Posted March 8 Posted March 8 1 hour ago, MSM_Alice said: Perhaps this will make it easier (you do need to scroll down on most settings pages to see all possible settings). omg it works thank you so much, just need to reload or go to a cell to load the changes 1
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