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Posted (edited)
2 hours ago, Nea_Bessy said:

This time, the button worked after a dialogue with the NPC. It happens sometimes too.


What is button1 ?
You mean the sexfight hotkey ?
Or button 1 on a gamepad ?

I do not have your mod load-out, so probably I cannot load the saves ( will give it a try to see what's what).
But keep them just in case you can create a payrus log from the one where the button does not work. 
The log might hold more clues about what is happening there. 
I might have more time to work on the mod on saturday.

 

Quote

I'm flying straight to Bardel


Don't know what that is; perhaps a translator issue.

You mean you are teleporting directly to the remote shack?
I will add more checks to the prostitution start so that

- the customer is near the player
- the customer is not disabled or unloaded.

 

Normally, those are valid by the simple virtue of pointing the crosshair at him when you press the button, but who knows, maybe there's some odd edge case.

Edited by MSM_Alice
Posted

After numerous tests, I can formulate the problem like this:

The Sexfight/Charm/Prostitution button (I have it as button 1) is blocked for two reasons:

1.A stuck dialog. (although there didn't seem to be any broken dialogue). This is treated through a full-fledged dialogue with any NPC. It is best to work with merchants.,

2 A stuck AAF scene (although, again, there didn't seem to be any broken scene). There is no cure for this, in which case, when the button is pressed, music starts playing and I am thrown into a room for sex.

Posted

New test version.
Upgrades mid-plathrough should, in theory, be okay. 

 

Changelog

  • Added more checks so that if the Customer in prostitution is nonexistent, deeper corrective measures are taken. Implemented a fallback for when he is  yanked away by some third-party scripts. Should help with what @Nea_Bessy was experiencing.
  • Added a new debug option in the MCM to force reset Prostitution scenes even if it seems the player is in an AAF scene. @Nea_Bessy  
  • Added support for VAFS  ( VAFS Redux - Bullet Time and Manual Critical at Fallout 4 Nexus - Mods and community ) .  Mainly ensure it shuts down before surrender and AAF scenes start, because if it didn't, then its slow time AP drain would mess up Sexfight.
  • Added a voiced dialogue path to temporarily resist craving-induced loss of control, in the very conversations with the target of your attention during the loss of control.  Can pay Bimbo Points, can pay Willpower, or can pay Nymphomania CVT to delay the onset of craving-induced loss of control.  Can also just give in.  Settings to decide what is a min cost, max cost, and more about this system are present on the cravings MCM page. Including a master switch if you want to use this system at all or not. 

     

MSMA_Act1_[In_Development]_1_0526.zip

Posted
16 hours ago, MSM_Alice said:

New test version.
Upgrades mid-plathrough should, in theory, be okay. 

 

Changelog

  • Added more checks so that if the Customer in prostitution is nonexistent, deeper corrective measures are taken. Implemented a fallback for when he is  yanked away by some third-party scripts. Should help with what @Nea_Bessy was experiencing.
  • Added a new debug option in the MCM to force reset Prostitution scenes even if it seems the player is in an AAF scene. @Nea_Bessy  
  • Added support for VAFS  ( VAFS Redux - Bullet Time and Manual Critical at Fallout 4 Nexus - Mods and community ) .  Mainly ensure it shuts down before surrender and AAF scenes start, because if it didn't, then its slow time AP drain would mess up Sexfight.
  • Added a voiced dialogue path to temporarily resist craving-induced loss of control, in the very conversations with the target of your attention during the loss of control.  Can pay Bimbo Points, can pay Willpower, or can pay Nymphomania CVT to delay the onset of craving-induced loss of control.  Can also just give in.  Settings to decide what is a min cost, max cost, and more about this system are present on the cravings MCM page. Including a master switch if you want to use this system at all or not. 

     

MSMA_Act1_[In_Development]_1_0526.zip 212.99 MB · 1 download

 

Great!!!!... It immediately worked even on those saves where the button was blocked, Thank you.

And another suggestion. Maybe we should add furniture to the sex room? For example, a sofa and a bed

Posted (edited)

New test version.
Upgrades mid-plathrough should, in theory, be okay. 

 

Changelog

  • Added Dialogue lines for to more recurring stories /events (and their branches) at Marina.
    • Surrender to hostiles and lose the sex fight.
    • Surrender to hostiles then won the sexfight. 
  • Reduced a bit the defaults for BP, Willpower, and CVT costs for repressing   Loss of Control  Cravings activities.



If this test is okay, I might actually promote this version to "Stable Release" status since it has all the extra checks in the prostitution flow.

Edit: Also now present on the main page, as the InDevelopment version. 
Not yet promoted to formal Prelude-Stable Version status, more tests are needed. 

 

MSMA_Act1_[In_Development]_1_0530.zip

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

 

Great!!!!... It immediately worked even on those saves where the button was blocked, Thank you.

And another suggestion. Maybe we should add furniture to the sex room? For example, a sofa and a bed

Thank you for confirming.


The remote shack will not see extra furniture aside from the carpet and the bucket, because it is supposed to be a seedy basement/derelict shack, where dangerous things might happen, and not a "nice" spot.

If you looked into the prostitution dialogue, there are two options for "remote" locations.

  • Follow the customer to the remote shack, or 
  • go to the player -suggested location.

 

There are also " let's do it right here" and the dynamic" follow me to a spot out of sight,", which do not involve teleporting.


Right now,  both really "remote" options that involve teleporting go to the same shack, but the plan is to add a functionality where the player herself might designate an alternate  "nice" and safe location, that you will be teleported to instead of the customer-preferred seedy shack.

It might be a room in the Dugout Inn or Hotel rexford that you rent out from the manager of the Inn or Hotel, respectivelly, or it might just be the player's home. Any of these three will be much nicer than the shack.
It could also be any location that you designate as a destination, really (the plan is to be able to go somewhere and just mark that spot as your preferred "remote" spot with a button press). 


 

Edited by MSM_Alice
Posted (edited)

Love the concept of this mod.  I just don't understand what I need to be doing.  I have died in every fight.  I don't fight, I spam the surrender key (the one from violate) and still die.  I am a level 0 Bimbo atm with level 0 clothes and piercings.  What am I doing wrong?

 

A Few Moments Later....

Just died 7 more times attempting to have sex with this raider.  This last time I did have sex with him, only to have him shoot me the moment the sex was finished.  I don't get it.  What am I suppose to do?

Edited by games2xs
Posted
22 minutes ago, games2xs said:

Love the concept of this mod.  I just don't understand what I need to be doing.  I have died in every fight.  I don't fight, I spam the surrender key (the one from violate) and still die.  I am a level 0 Bimbo atm with level 0 clothes and piercings.  What am I doing wrong?

does violate work without this mod? as it seems you have something wrong with the Violate Mod setup.

Posted
22 minutes ago, Mimirue17 said:

does violate work without this mod? as it seems you have something wrong with the Violate Mod setup.

Disregard anything I type...  I mapped the violate surrender key to the wrong key.  I could have deleted the previous post due to extreme embarrasment but decided to leave it as an example to others.  Love the mod, LOVE the music in the mod.  I can't wait to hear all the songs.  They fit FO4 and this mod perfectly.

Posted (edited)
2 hours ago, genericlogin said:

There's an MCM setting which refers to having 6P and 10P animations. Where would I find those?

If you have installed the mods listed as required on the main page, before starting your playthrough,  you already have them.

They are in the Savage Cabbage animation pack.



The next paragraph only applies if you are on NAF and not on AAF: If you are on NAF and not on AAF, you need to turn off animation presence validation by name in MCM, and just have the mod trust they are present.
I do not have NAF installed. I develop on AAF, but according to reports from people who play this mod with NAF, it works perfect, with one exceptionThe functions that I use to validate animation presence by name don't seem to work on NAF. So then simply turn on those " assume everything is present" sliders ( and make sure they are present).

Edited by MSM_Alice
Posted (edited)
3 hours ago, games2xs said:

Disregard anything I type...  I mapped the violate surrender key to the wrong key.  I could have deleted the previous post due to extreme embarrasment but decided to leave it as an example to others.  Love the mod, LOVE the music in the mod.  I can't wait to hear all the songs.  They fit FO4 and this mod perfectly.


No worries.

So you were just intensely getting reeducated in Bimbo limbo, seven consecutive times, I am assuming? :) Morkulus, Murkulus, and Merkulus must have been really puzzled for a while.

Also, if your chosen approach for this playthrough is lean into it and basically "surrender  in all combat situations"   and " solve everything through sex right away, don't even try to fight old-school" , then there are mod settings that  will make life easier, like
"Auto Surrender on each combat  start."  

settingautosurr.thumb.jpg.7b9729e0a8d23d0a7ca0a3133a0719b5.jpg

 

Has  several settings,

  • The default is 0, where you need to manually surrender, or be  a higher level bimbo who  will  surrender on her own (the higher level she is) 
  • Can set this on 1, set this to 1, where you are asked on each combat start via a pop-up what you want to do,
  • and also 2 Autosurrender but only to enemies that can speak,  ( humans, non-feral ghouls, robots, or supermutants)  
  • 3 Autosurrender only to enemies who cannot speak 
  • 4- generally autosurrender at the first sign of danger to anything or anyone.
     


If you do lean into "solve everything via sex/surrender immediately," probably Airhead bimbo or Power bimbo as a subclass. or a  "Airhead Power"   combo.

Edited by MSM_Alice
Posted (edited)

1.0531 Patch-   Fixed a corner case of an NPC's original voice not being restored after the intro dialogue to Loss of control cravings, but when the player chooses to spend willpower BP or Nymphomania stat to resist Loss of Control from Cravings, and ends things early. Now the voice reset should be done correctly on both the full interaction path and the short (resisted)  interaction path.

If you have any NPCs in your playthrough affected by this voice issue before the patch, just start a Charm or Prostitution dialogue on them (or a Loss of control dialogue). Complete it normally, and their voice will return to normal. 


Also, I updated the Prelude Stable Version to this, called it Stable version 2026_2.

I think this should be in a stable enough state, so I can go now and do more experimental things on the in_Dev version now.

Edited by MSM_Alice
Posted

hello again, want to ask started a new game and downloaded the latest prelude after exiting the vault didnt get any pops up

image.png.b77a4d220528c06f27068215f42bf438.png

tried to click the forcestart MSMA mod but nothing happens

Posted (edited)
1 hour ago, woodrealmelf said:

hello again, want to ask started a new game and downloaded the latest prelude after exiting the vault didnt get any pops up

image.png.b77a4d220528c06f27068215f42bf438.png

tried to click the forcestart MSMA mod but nothing happens

Was this a new game start , or from a theoretically clean save gamei n the vault?
That MCM manager quest not being initalized (on 0) means something is very broken, that quest should always start/load no matter what. 


This is what you can do for maximum "Clean start" points :


1. - Make sure you read all requirements from the first page, and that all prerequisites are installed and active. (this solves 99% of problems : Edit: this was the exact problem here too AAF Violate was missing



for the rest of 1% 


2. - make sure you enable Papyrus logging (with traces and load debug info set to on) 
3. - start a fresh new game without MSMA active.
4. - progress through  pre-war stage, after you exit the cryopod.
5.   Exit game, and activate  MSMA then (not before) 
6. - in msma . Before you exit the vault, go to debug, and, for a while, until you figure out  what is wrong,  set this setting below  called "ModInitialisations Extra Debug Notifications" to "2" 

startup.thumb.jpg.42bbae4fe606b84d1cca681235716e40.jpg
 

 

7. Exit the vault and see if things are normal.

8. If not, before pressing forcestart MSMA, capture a payrus  log  and send it over 
9. If after pressing "ForceStart MSMA" things still do not normalize capture another papyrus logn and send it over together with outr modlist. 


 

Edited by MSM_Alice
Posted
48 minutes ago, woodrealmelf said:

hello again, want to ask started a new game and downloaded the latest prelude after exiting the vault didnt get any pops up

image.png.b77a4d220528c06f27068215f42bf438.png

tried to click the forcestart MSMA mod but nothing happens

Just did the steps that i listed and MCM 

In your screenshot, did you n do a save and a load, for that data to refresh?
Does it change if you do that ?

Posted (edited)
1 hour ago, woodrealmelf said:

hello again, want to ask started a new game and downloaded the latest prelude after exiting the vault didnt get any pops up

image.png.b77a4d220528c06f27068215f42bf438.png

tried to click the forcestart MSMA mod but nothing happens



I did the entire process from the very top and "New Game" with prewar and everything,  as described, and there were no glitches. 
I will go on a limb and assume not all dependencies were installed or activated on your machine. Or there was something else interfering.

The MCM manager Module and the string manager module should always be on 1, for thigs to have any chance of working, as those are the quest that  do the start-up fallbacks.
The fact that you had them on 0 means that the auto start quests fromt the MSMA ESP were not loaded/ not given a chance to initialize, so naturally absolutely nothing can start.

 

 


The papyrus log will hold more clues, especially if the more verbose start mode was activated. 


zzzstarted.thumb.jpg.c8add54f7819ede2bcd8d1f33019545d.jpg

Edited by MSM_Alice
Posted (edited)
8 minutes ago, woodrealmelf said:

yes new save without using any start up mod

Papyrus.0.log 97.62 kB · 0 downloads

See the posts above for detailed steps to take, and what to provide.

The question  was if it was either : 
- Proper new game 
Or 
- Clean save in the vault.

The answer 
" New save" means neither, as it combines a word from the first answer, and a word from the second answer, and is not really an answer :)


what i can see in there is that you do not have AAF violate installed. 
[03/29/2026 - 06:41:42PM] Error: Unable to link type of variable "FPV_Script" on object "msma:msma_mcmmanager"

Edited by MSM_Alice
Posted
14 minutes ago, MSM_Alice said:

In your screenshot, did you n do a save and a load, for that data to refresh?
Does it change if you do that ?

yes i did a quick reload on save just before going to elevator when i reach surface still no pop up

Posted (edited)
9 minutes ago, woodrealmelf said:

yes new save without using any start up mod

Papyrus.0.log 97.62 kB · 0 downloads

What I can see in there is that you do not have AAF violate installed.  (or not installed correctly)

[03/29/2026 - 06:41:42PM] Error: Unable to link type of variable "FPV_Script" on object "msma:msma_mcmmanager" 
So the MCM manager who depends on that does not start.
So then nothing ever starts.  

 

Edited by MSM_Alice
Posted (edited)
8 minutes ago, woodrealmelf said:

ok ill do a new game to test


This time, make sure AAF Violate and all its scripts are present. 
As well as all the other required mods. 

The problem is clear in the papyrus log you provided. 
AAF_Violate was missing. 
That's why things didn't start. 
They cannot start if that continues to be missing.

Edited by MSM_Alice

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