MSM_Alice Posted June 5 Author Posted June 5 I am looking into making a radio station, and things are a bit silly because the music needs to be duplicated. The Fallout ambient music system ( what I use now) requires the audio files to be in Data\Music The fallout SFX system (which MUST be used for radio music) requires the audio files to be in Data\Sound I have tried to trick this by manually editing the file path in Xedit, but it checks things on load. So to have a radio station, I need to copy the music in two separate places. This is silly. 3
msmfoster Posted June 5 Posted June 5 5 hours ago, Mimirue17 said: I have never had that happen on characters before, regardless of what size (normal per preset or morphed like in bimbo level ups). I was hand crafted to work with my load order so if it has weird results for you I would suggest to not use it. But yes there is gravity affects on the breast but nothing that should result in the picture you have there. I will double check that I included the correct files, but I am 99% that is the one I am using. Sorry it did not work for you as you must have different setting in FG, OCBP or MTM 3b then what I am using. No worries. Gravity effects do not seem to have an effect on my character with the newer OCBP engine. Openly enough, it it was not an issue in the past. It just happened one day and crossed over to a new profile and saves. Until such a time as I swapped out the engine. I do like tweaking the physics in game though!
judge007 Posted June 5 Posted June 5 5 hours ago, MSM_Alice said: I am looking into making a radio station, and things are a bit silly because the music needs to be duplicated. The Fallout ambient music system ( what I use now) requires the audio files to be in Data\Music The fallout SFX system (which MUST be used for radio music) requires the audio files to be in Data\Sound I have tried to trick this by manually editing the file path in Xedit, but it checks things on load. So to have a radio station, I need to copy the music in two separate places. This is silly. It may be silly, but will be entertaing. I typically don't use radio mods, but if you are going to do so, I will start. Besides you have lots of tracks that aren't in the 202 song addon!
MSM_Alice Posted June 5 Author Posted June 5 (edited) 54 minutes ago, judge007 said: It may be silly, but will be entertaing. I typically don't use radio mods, but if you are going to do so, I will start. Besides you have lots of tracks that aren't in the 202 song addon! There are about 260 total tracks, 202 in the specific music zip file, and 58 in the main mod file. I have about 10 extras that are nowhere in. Unsure how to deploy them given the 250 MB limit per file on LL., given that the ones for the radio need to be in a separate folder, thus they must be an additional 250-ish MB download. I think I will make a separate optional zip file just for the radio, and I will put there 200 tracks that are more radio-worthy. Or who knows, maybe it is time to make a megaupload account and merge it all into a big-arse mod file. The thing is that most of them don't change that often, and I don't want to make people download 1 GB each time I do a small ESP or script update. So having them split into high-frequency update packs that are smaller, and low-frequency update "resource"' packs also makes sense. Edited June 5 by MSM_Alice 2
judge007 Posted June 5 Posted June 5 2 minutes ago, MSM_Alice said: There are about 260 total tracks, 202 in the specific musiz zip file, and 58 in the main mod file. I have about 10 extras that are nowhere in. Unsure how to deploy them given the 250 MB limit per file on LL., given that the ones for the radio need to be in a separate folder, thus they must be an additional 250-ish MB download. I think I will make a separate optional zip file just for the radio, and I will put there 200 tracks that are more radio-worthy. Or who knows, maybe it is time to make a megaupload account and merge it all into a big-arse mod file. The thing is that most of them don't change that often, and I don't want to make people download 1 GB each time I do a small ESP or script update. So having them split into high-frequency update packs that are smaller, and low-frequency update "resource"' packs also makes sense. Modular is fine with me, I archive all the important modules anyway.
msmfoster Posted June 6 Posted June 6 17 hours ago, MSM_Alice said: I am looking into making a radio station, and things are a bit silly because the music needs to be duplicated. The Fallout ambient music system ( what I use now) requires the audio files to be in Data\Music The fallout SFX system (which MUST be used for radio music) requires the audio files to be in Data\Sound I have tried to trick this by manually editing the file path in Xedit, but it checks things on load. So to have a radio station, I need to copy the music in two separate places. This is silly. To be fair, I'd likely use it as a Radio Mod, when taking a break from MSMA. Bonus points if you make Queen of Hearts the DJ. 1
MSM_Alice Posted June 6 Author Posted June 6 (edited) Ok, I think it is enough critical mass ( together with all the other unreleased ones) to justify a music update DeBimbo School Bell De-Bimbo School Bell.mp3 Edited June 6 by MSM_Alice 3
JemappelleRedacted Posted June 6 Posted June 6 16 hours ago, MSM_Alice said: I think I will make a separate optional zip file just for the radio, and I will put there 200 tracks that are more radio-worthy. Or, at a pinch, I could just...add them to my playlist 🤦♂️😅 Slightly more limited than the 260 total, but it does transfer the legwork to me and lets you get on with fun stuff! Side note, the 2 new ones make excellent easy-listening background music 👌 5 hours ago, msmfoster said: Bonus points if you make Queen of Hearts the DJ. "And here's to a special someone, you know who you are!" <Mind Over Matter starts> "It was a RAIDER PARTY!!!" 🤣 1
MSM_Alice Posted June 6 Author Posted June 6 Eventually, it will probably be with a deejay, yes, but at the start, I'd be happy to finish setting up the new sound assets and having it be like a randomized playlist. Maybe with a skip button. 2
judge007 Posted June 6 Posted June 6 56 minutes ago, MSM_Alice said: Eventually, it will probably be with a deejay, yes, but at the start, I'd be happy to finish setting up the new sound assets and having it be like a randomized playlist. Maybe with a skip button. Please pick a really misogynistic male Raider as the DJ . . . 😁 1
JemappelleRedacted Posted June 7 Posted June 7 Welcome back to another round of "Random thoughts with Redacted" 😅 I was ruminating on how MSMA has reduced post-combat to win or limbo (rarely restraints), making BiP and RSE Abductions redundant, when it occurred to me that MSMA is actually a really good way of getting OUT of those situations. What better way to escape than to pit them against their friends for your favours? You think those pets are loyal to you, let's see how they feel after you try humiliate the Harvest Queen and suddenly your table scraps aren't the most amazing thing they've experienced! Hell, you could take a page from Waffles the hyena's Syrup Rebellion and "make friends" until you're running the gang (interesting idea for a Nuka World mod, honestly), or at least get a splinter cell that follows you to set up base at one of your settlements. Who put you in the pillory? Who cares, what's left of my brain says we're getting married now! In reality, the hassle of rigging up compatibilities and new structures means this is most likely a story rather than procedural concept, but food for thought nonetheless. 10 hours ago, MSM_Alice said: Eventually, it will probably be with a deejay, yes, but at the start, I'd be happy to finish setting up the new sound assets and having it be like a randomized playlist. Maybe with a skip button. This sounds strangely like it doesn't need the base mod as a prereq...gateway drug to MSMA, maybe? 🤔 1
Mimirue17 Posted June 7 Posted June 7 ok I had the funniest thing happen that I have ever seen before. Level 1 Bimbo, no Hypersexualized gear (I had purchased the mod but had not installed it yet) and figured I would get the Viggo initial quest out of the way (like the 4th time I have done this). Viggo does his thing with the pad and on the way back to Marina, and apparently this time (as mentioned have done this before) the pain was so bad I actually died! and sent to Bimbo Limbo!!! This of course led to more conversational points as you HAVE to tell Marina about it and watch her cute little reactions when SM are mentioned! 2
MSM_Alice Posted June 7 Author Posted June 7 (edited) 3 hours ago, JemappelleRedacted said: Welcome back to another round of "Random thoughts with Redacted" 😅 I was ruminating on how MSMA has reduced post-combat to win or limbo (rarely restraints), making BiP and RSE Abductions redundant, when it occurred to me that MSMA is actually a really good way of getting OUT of those situations. What better way to escape than to pit them against their friends for your favours? You think those pets are loyal to you, let's see how they feel after you try humiliate the Harvest Queen and suddenly your table scraps aren't the most amazing thing they've experienced! Hell, you could take a page from Waffles the hyena's Syrup Rebellion and "make friends" until you're running the gang (interesting idea for a Nuka World mod, honestly), or at least get a splinter cell that follows you to set up base at one of your settlements. Who put you in the pillory? Who cares, what's left of my brain says we're getting married now! In reality, the hassle of rigging up compatibilities and new structures means this is most likely a story rather than procedural concept, but food for thought nonetheless. This sounds strangely like it doesn't need the base mod as a prereq...gateway drug to MSMA, maybe? 🤔 Let's say there is an extra tough enemy, or two in a normal surrender that you cannot defeat, and you don't have "fatal wound" on lost surrender option set to on in the MSMA MCM, or you have it on but not 100%, and the dice roll decided it didn't happen that time, and in violate you have RSE abduction as an outcome. The RSE abduction will still happen in this case. While not perfect, you can roleplay the scenario above with the frenzy outcome for sexfight. Would essentially make all abductors fight with each other after a big surrender when you were trying to escape. Or daze them so it turns into an infiltration so you can run away unseen. You can try to enslave a fringe one and take back to a settlement. For BiP the nanties do give you a specific way out, that energy that you use to get out of the big restraints? nanites can give you more of that for Sex addiction or CVT increases. Just try to open up the implant context menu. Edited June 7 by MSM_Alice 1
JemappelleRedacted Posted June 7 Posted June 7 3 hours ago, MSM_Alice said: Let's say there is an extra tough enemy, or two in a normal surrender that you cannot defeat, and you don't have "fatal wound" on lost surrender option set to on in the MSMA MCM, or you have it on but not 100%, and the dice roll decided it didn't happen that time, and in violate you have RSE abduction as an outcome. The RSE abduction will still happen in this case Not a criticism, just context for the random thought, although... 40% chance for execution (?default, I don't recall tweaking it), but after B2-B4 you tend to only lose to Mutants or non-sentient opponents (side note: at B5, Viggo won't even let me try to answer a challenge with a full bar of 220AP, even sacrificing for CVT increase ☠) and even with the 45sec "leniency" my rolls have been sub-40. Not saying it's impossible, but I haven't seen either scenario in about a year at a guess. Either way, it was exactly as I said: a random thought that I considered worth mentioning in case it sparked some inspiration. 5 hours ago, Mimirue17 said: This of course led to more conversational points as you HAVE to tell Marina about it and watch her cute little reactions when SM are mentioned! Silver lined (industrial strength) bra I guess 🤣
MSM_Alice Posted June 7 Author Posted June 7 (edited) As I am working on a radio and music system, some ideas have become clearer in my head: 1 - A bimbo Pip Boy radio is probably best left as a separate mod/add-on mod, for a time when a DJ voice ( or several) can also reliably be added. This will also make it less awkward because all music for the radio would have had to be duplicated in a different folder from the normal music, and that makes more sense for a separate mod, instead of bloating the current one with duplicated files. 2 There is a need for more music contact surface, since a lot of tracks never see any real airtime, but that will not be done via a Pip-Boy radio, but via three functionalities Once the intro with Misty and QOH is done, -> An optional bespoke hotkey one can be set up in the MCM to "Play a random bimbo music Track" (this will also turn off the pipboy radio) -> An optional MCM toggle (default on) to play a random bimbo music track (if none is already playing and the pip boy radio is off) whenever the game is quicksaved. -> An optional MCM toggle (default on) to play a random bimbo music track (if none is already playing and the pip boy radio is off) whenever the game is paused (pause menu/mcm menu). The "Random" will not be fully random, but will favour tracks that have not seen playtime. 3. Data management The additional "resources" zip files ( like the old music pack, and the new graphics+ audio pack that will appear at the next update) will have some light (ESL) plugins with them, so the main mod can tell if they are installed or not ( but using them won't count towards one's total regular plugin limit, as they will be "light"). The main mod zip file , that changes more often than the resource packs, will thus be a much smaller zip file, making frequent downloads use less bandwidth. Edited June 7 by MSM_Alice 3
hiono Posted June 7 Posted June 7 I'm finally doing a new run and im going the denial route for now and i was wondering what exactly kicks me out of that path? I know prostitution does but i was also hesitant on helping viggo because i didnt know if i would be kicked out of the path.
MSM_Alice Posted June 7 Author Posted June 7 19 minutes ago, hiono said: I'm finally doing a new run and im going the denial route for now and i was wondering what exactly kicks me out of that path? I know prostitution does but i was also hesitant on helping viggo because i didnt know if i would be kicked out of the path. Well, sprees that generate significant effects (stretches, fluid volume, immense sizes or many partners) can also do that. Viggo would certainly qualify at the start of his training as " significant effects" due to his massive size. However, the kick is not absolute. You can choose to pay a " fine" in CVT and stay the course. You can then offset that cvt increase by remembering the de-bimboschool teachings, or visiting the school, if you have the caps. 1
MSM_Alice Posted June 7 Author Posted June 7 (edited) Okay, I am about to upload the updated build. Just because the architectural changes are significant, just to be sure, in case I messed something up, I am uploading here the old version too, until I know for sure the new version is super okay. They shouls should still work in conjunction with the music zip file from the new version. These here are the OLD backup version. Shouldn't be needed except in an emergency. Deprecated/Deleted. Edited June 29 by MSM_Alice 1
hiono Posted June 7 Posted June 7 28 minutes ago, MSM_Alice said: Well, sprees that generate significant effects (stretches, fluid volume, immense sizes or many partners) can also do that. Viggo would certainly qualify at the start of his training as " significant effects" due to his massive size. However, the kick is not absolute. You can choose to pay a " fine" in CVT and stay the course. You can then offset that cvt increase by remembering the de-bimboschool teachings, or visiting the school, if you have the caps. thanks for the info
MSM_Alice Posted June 7 Author Posted June 7 Ok the new version is now up on the main page. Let me know if it is in any way problematic.
woodrealmelf Posted June 8 Posted June 8 (edited) hello just want to clarify the new stable which is v12 is only 45mb, do i download/install the v11 first then overwrite it with v12? Edited June 8 by woodrealmelf
Mimirue17 Posted June 8 Posted June 8 (edited) ok, kind souls on AAF discord got me the direct link to UFO4P for game version 191 so I am all set to redo the load order for AE version. Everything from this mod is still set to work on both OG and that game version correct? game version 221 is still out as AAF only supports up to 191 for now. edit: they also shared this link to downgrader that lets you pick which version you are going to, which is very helpful. I will be trying this one out tonight! https://steamcommunity.com/sharedfiles/filedetails/?id=3625329062 Edited June 8 by Mimirue17 2
woodrealmelf Posted June 8 Posted June 8 1 hour ago, Mimirue17 said: ok, kind souls on AAF discord got me the direct link to UFO4P for game version 191 so I am all set to redo the load order for AE version. Everything from this mod is still set to work on both OG and that game version correct? game version 221 is still out as AAF only supports up to 191 for now. yea. im currently on v191 and can confirm this works 1
judge007 Posted June 8 Posted June 8 3 hours ago, woodrealmelf said: hello just want to clarify the new stable which is v12 is only 45mb, do i download/install the v11 first then overwrite it with v12? Alice has made the mod modular. For now you need the 45 mb Stable OR the 45mb In Development plus: MSMA_Required_In_game_Music_v1.zip MSMA_Required_MusicSoundsModelsTextures_v1.zip If wanted the HUD file If wanted the HiRez Loading screens 1
MSM_Alice Posted June 8 Author Posted June 8 (edited) 4 hours ago, woodrealmelf said: hello just want to clarify the new stable which is v12 is only 45mb, do i download/install the v11 first then overwrite it with v12? It is what Judge007 said. You get the smaller 45 MB main mod (the Stable release or Latest in development, whichever your preference might be) and the two big required resource zip files (where most media files are now), and you are good to go. No need to install any old versions. I just have the old backup versions uploaded to that thread post temporarily for emergencies, not because you'd need them. Because the Required media downloads have ESLs in them, the main mod can look for those ESLs being present and will complain if it does not see them, so it has more awareness about that aspect. And can bring more awareness about that aspect to the players. The advantage of doing so is that as I update the mod, you need a smaller download each iteration, as the larger resource zips do not need to change as often. It is more cost-effective for the LL website too this way. Edited June 8 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