Cheburashka100500 Posted December 25, 2025 Posted December 25, 2025 (edited)  Hi. This is what my HUD looks like in version 0.900. I tried moving the HUD to the left and changed it from 50 to 10. For some reason, not all the parameters moved. Also, Mind Health shows nothing except four squares.  Did I understand you correctly that you were writing about a conflict with these FallUI mods? I only have these items installed, and could they possibly affect your HUD: -FallUI - Inventory -FallUI - Workbench  Edited December 25, 2025 by Cheburashka100500 1
MSM_Alice Posted December 25, 2025 Author Posted December 25, 2025 (edited) 13 hours ago, darkroy131 said: There's a few bugs when starting the mod mid save file. Mainly that you can't progress through what quest line there is. The context key in the implant menu doesn't change after you first talk to Missy outside vault 111, and you can't talk to Marina at all after that. It is best to start on a new playthrough, and it is ideal to activate MSMA after you get past the "pre-war" intro phase, after you wake up from the cryo pod, but before exiting Vault 111.  I'll check out why those things you mentioned would happen on an older playthrough, though. I see no reason for the context menu not to change after talking with Misty, just because it is done on an older playthrough, if the mod start init phase was done correctly, but maybe there's a bug there. It is true that if you have already helped Sturges build up Sanctuary, you will miss out on the Wedge quest to do that the bimbo way, but that's an optional quest, not core to the story that will come in later acts. Edited December 25, 2025 by MSM_Alice
MSM_Alice Posted December 25, 2025 Author Posted December 25, 2025 (edited) 10 hours ago, Mimirue17 said: Ya this really doesn't work mid play through anyways - context wise or everything starting up properly (you really need to start in the vault for this to work 100%).  Context wise it works best as your level increases you are able to handle tougher monsters and as you keep going up you will be able to handle larger size monsters in progression of the game.  While this does not need to be the center of a build concept, it will be a build more often having sex or earning caps with the seduction skills.  This works with so many other mods as the main thing that it's pretty ridiculous and amazing  Thank you. Indeed, one of the core goals of MSMA Prelude was for the mod's mechanics to work in synergy (as much as possible) with any other story quests/mods that would involve conditions related to - winning combat - stealth, infiltration, or pickpocket from enemies - affinity with a (male for now) NPC - Caps payments  To be solved the bimbo way.  After the story chunk from Act 1 is done, I might add specific dialogues for more creative bimbo solves on a case-by-case basis for other quests, too, that go beyond the current procedural system interaction. Edited December 25, 2025 by MSM_Alice
MSM_Alice Posted December 25, 2025 Author Posted December 25, 2025 (edited) 7 hours ago, Cheburashka100500 said:  Hi. This is what my HUD looks like in version 0.900. I tried moving the HUD to the left and changed it from 50 to 10. For some reason, not all the parameters moved. Also, Mind Health shows nothing except four squares.  Did I understand you correctly that you were writing about a conflict with these FallUI mods? I only have these items installed, and could they possibly affect your HUD: -FallUI - Inventory -FallUI - Workbench  Hello  FallUI Inventory and FallUI workbench do not influence in any way the MSMA main mod. That being said, the MSMA optional HUD mod is a different discussion, specifically because of the HUD-framework mod that it relies on. That is likely to have some interactions with FALL UI and Hud Framework are not deployed correctly with respect to each other. Their respective pages would cover how to properly use the HUD framework mod and FallUI together. The horizontal position of those two elements, though that shouldn't matter. I'll take a look at what happens there Do they work if you move them again, one by one? What happens if you type in console help MSMAHUD_X_MB What value do you see? or Set  MSMAHUD_X_MB to 10 (if they have the wrong value) same for MSMAHUD_X_IS Those are the global variables that should hold the horizontal position for those two.   I trust Mindhealth works, but perhaps you are expecting it to be something else, like trauma? Mindhealth is the factor that decides the mindbreak status and comes from the Sexual Attributes framework mod. It really only varies a lot when the player is overwhelmed with orgasms, and outside of AAF scenes it cures itself back to 4/4 after a while (when you see that Sex Arttributes message that " you have regained your composure") . If in your Sex Attributes settings you have set a really high number of orgasms to be acceptable before your mind breaks, then you might never see it drop, except if a sexfight "enemy" managed to take you to a galactic orgasm (the most powerful type), twice ( first time the mindhealth drops to 1/4, even if before it was at 4/4, then a second time the mindbreak occurs). You gotta stay away from those galactic orgasms, it is best to make your enemies have them so THEIR minds get dazed, but if you want to remain in control, is best to cool down and not have them yourself.  Lower mindhealth status or mindbreak are also outlined in MSMA in the "Show Core stats" window or the bimbo report window, independent from the optional HUD mod. You can check those too separately and see if they are in sync with the optional HUD mod. If those windows/reports mention nothing about mind health, it means it is currently at 4/4 or at a non-problematic value.  Edited December 25, 2025 by MSM_Alice 1
Cheburashka100500 Posted December 25, 2025 Posted December 25, 2025 1 hour ago, MSM_Alice said: Hello  FallUI Inventory and FallUI workbench do not influence in any way the MSMA main mod. That being said, the MSMA optional HUD mod is a different discussion, specifically because of the HUD-framework mod that it relies on. That is likely to have some interactions with FALL UI and Hud Framework are not deployed correctly with respect to each other. Their respective pages would cover how to properly use the HUD framework mod and FallUI together. The horizontal position of those two elements, though that shouldn't matter. I'll take a look at what happens there Do they work if you move them again, one by one? What happens if you type in console help MSMAHUD_X_MB What value do you see? or Set  MSMAHUD_X_MB to 10 (if they have the wrong value) same for MSMAHUD_X_IS Those are the global variables that should hold the horizontal position for those two.   I trust Mindhealth works, but perhaps you are expecting it to be something else, like trauma? Mindhealth is the factor that decides the mindbreak status and comes from the Sexual Attributes framework mod. It really only varies a lot when the player is overwhelmed with orgasms, and outside of AAF scenes it cures itself back to 4/4 after a while (when you see that Sex Arttributes message that " you have regained your composure") . If in your Sex Attributes settings you have set a really high number of orgasms to be acceptable before your mind breaks, then you might never see it drop, except if a sexfight "enemy" managed to take you to a galactic orgasm (the most powerful type), twice ( first time the mindhealth drops to 1/4, even if before it was at 4/4, then a second time the mindbreak occurs). You gotta stay away from those galactic orgasms, it is best to make your enemies have them so THEIR minds get dazed, but if you want to remain in control, is best to cool down and not have them yourself.  Lower mindhealth status or mindbreak are also outlined in MSMA in the "Show Core stats" window or the bimbo report window, independent from the optional HUD mod. You can check those too separately and see if they are in sync with the optional HUD mod. If those windows/reports mention nothing about mind health, it means it is currently at 4/4 or at a non-problematic value.  Thanks for the quick and detailed reply! I will definitely try the console method. I was scared about Mindhealth and thought it was some kind of mistake.  I would have guessed if it was four hearts, for example. As for HUD_DEF, I don't use it, I'm quite happy with everything. That's why I decided to clarify from the description about your MSMA HUD.
Cheburashka100500 Posted December 25, 2025 Posted December 25, 2025 (edited) On 12/23/2025 at 9:03 PM, MSM_Alice said: Thank you! Depending on which specific window we are talking about, an answer it might be needed to avoid some moments when the controls are locked in place. Force-closing that without an answer might break the flow. Can you perhaps try a reinterpretation of the text on the big window and make do with a shorter translation? So that the window fits on the screen? Also, the confirm boxes mod (that helps with fitting more text in boxes that fit on screen), I think, has some options for a smaller font size that might help too. So, I installed the "confirm boxes" mod, reduced the font size, and began my escape from Vault 111. I answered all the prompts and agreed to set everything up the way MSMA wanted: the camera, the morphing, and so on. And... my character still can't move and just spins in place. He just stands there in third-person mode. I can see the scientist perfectly, even though I'm using an alternate start. I can't access my Pip-Boy or exit the game. My only movement is drawing my pistol. It seems only the mouse works, and the keyboard is disabled. But that's not true. When I disable MSMA and start a new game, I can move as usual. As I said, it's strange, but not critical. After all, I already logged in from a different save and spoke with the scientist. And if I'm the only one who wrote about this problem, then I think the problem is with me. And I'll have to find a solution on my own.) Anyway, thanks for reading all this nonsense.))) And you know what? I found the problem! It's the "Player Commentary and Head Tracking" mod. I read that it breaks the "Nuka Ride" mod. When I exited, there was a dead robot lying on the ground—the very one that was supposed to scan my body and offer me a job. By the way, your intro song is absolutely amazing!  Edited December 26, 2025 by Cheburashka100500
MSM_Alice Posted December 25, 2025 Author Posted December 25, 2025 (edited) 4 hours ago, Cheburashka100500 said: So, I installed the "confirm boxes" mod, reduced the font size, and began my escape from Vault 111. I answered all the prompts and agreed to set everything up the way MSMA wanted: the camera, the morphing, and so on. And... my character still can't move and just spins in place. He just stands there in third-person mode. I can see the scientist perfectly, even though I'm using an alternate start. I can't access my Pip-Boy or exit the game. My only movement is drawing my pistol. It seems only the mouse works, and the keyboard is disabled. But that's not true. When I disable MSMA and start a new game, I can move as usual. As I said, it's strange, but not critical. After all, I already logged in from a different save and spoke with the scientist. And if I'm the only one who wrote about this problem, then I think the problem is with me. And I'll have to find a solution on my own.) Anyway, thanks for reading all this nonsense.))) And you know what? I found the problem! It's the "Player Commentary and Head Tracking" mod. I read that it breaks the "Nuka Ride" mod. When I exited, there was a dead robot lying on the ground—the very one that was supposed to scan my body and offer me a job. By the way, your intro song is absolutely amazing! The style reminds me of the Ukrainian band "Potap i Nastya." It's very similar, except they sing in Russian. My English is bad, or rather, I don't know it at all. But I'd like to read the lyrics and translate them into Russian, if possible. Thank you. Thank you. I can confirm that the lock in place on the elevator platform from Vault 111 is from the Vanilla game scripts, starts from the bottom as the elevator starts climbing, and it should normally be ended by the Vanilla game as the elevator platform reaches the surface and hits a trigger box. If there are mods that interfere with the outside location and have altered that trigger box, that might not happen correctly. Alternate start mods are strong contenders for mods that might do that. There are a few places where MSMA also locks the player in place ( namely during level-up talks, Bimbo Limbo talks, or longer talks with the Queen of Hearts), but all of those happen later (the first one happens after you talk with Misty), and none of them are on the elevator platform. The lock in place on the elevator platform is from the vanilla game, and is the vanilla game that should end it ( unclear why it didn't in this case, I have not ever experienced it). Maybe it was just a one-off thing? Or perhaps try a start wtihout the alternate start mod activated (maybe that messes with the top side trigger or cell?).  I don't remember them by heart but there are console commands that list active control layers on the player, and console commands to delete controls layers that lock you in place, and all can be done via the console. Edited December 25, 2025 by MSM_Alice 1
judge007 Posted December 25, 2025 Posted December 25, 2025 (edited) 2 hours ago, Cheburashka100500 said: So, I installed the "confirm boxes" mod, reduced the font size, and began my escape from Vault 111. I answered all the prompts and agreed to set everything up the way MSMA wanted: the camera, the morphing, and so on. And... my character still can't move and just spins in place. He just stands there in third-person mode. I can see the scientist perfectly, even though I'm using an alternate start. I can't access my Pip-Boy or exit the game. My only movement is drawing my pistol. It seems only the mouse works, and the keyboard is disabled. But that's not true. When I disable MSMA and start a new game, I can move as usual. As I said, it's strange, but not critical. After all, I already logged in from a different save and spoke with the scientist. And if I'm the only one who wrote about this problem, then I think the problem is with me. And I'll have to find a solution on my own.) Anyway, thanks for reading all this nonsense.))) And you know what? I found the problem! It's the "Player Commentary and Head Tracking" mod. I read that it breaks the "Nuka Ride" mod. When I exited, there was a dead robot lying on the ground—the very one that was supposed to scan my body and offer me a job. By the way, your intro song is absolutely amazing! The style reminds me of the Ukrainian band "Potap i Nastya." It's very similar, except they sing in Russian. My English is bad, or rather, I don't know it at all. But I'd like to read the lyrics and translate them into Russian, if possible. Thank you.  1 hour ago, MSM_Alice said: Thank you. I can confirm that the lock in place on the elevator platform from Vault 111 is from the Vanilla game scripts, starts from the bottom as the elevator starts climbing, and it should normally be ended by the Vanilla game as the elevator platform reaches the surface and hits a trigger box. If there are mods that interfere with the outside location and have altered that trigger box, that might not happen correctly. Alternate start mods are strong contenders for mods that might do that. There are a few places where MSMA also locks the player in place ( namely during level-up talks, Bimbo Limbo talks, or longer talks with the Queen of Hearts), but all of those happen later (the first one happens after you talk with Misty), and none of them are on the elevator platform. The lock in place on the elevator platform is from the vanilla game, and is the vanilla game that should end it ( unclear why it didn't in this case, I have not ever experienced it). Maybe it was just a one-off thing? Or perhaps try a start wtihout the alternate start mod activated (maybe that messes with the top side trigger or cell?).  I don;t remember them by heart but there are console commands that list active control layers on the player, and console commands to delete controls layers that lock you in place, and all can be done via the console. DIEL   DumpInputEnableLayers  lets you see what layers are locked  RIEL  ResetInputEnableLayers lets you free the "locked" layer(s) must be followed by th number of the locked layer   The biggest culprit for this is FO4 Nude Basics mod as it locks player on elevator ride up and never releases  Happy holidays! Edited December 25, 2025 by judge007 2
darkroy131 Posted December 26, 2025 Posted December 26, 2025 What does the Marina chest do exactly? What king clothes can be put in there?  Also I got to say, the music is absolutely hilarious 1
Mimirue17 Posted December 26, 2025 Posted December 26, 2025 43 minutes ago, darkroy131 said: What does the Marina chest do exactly? What king clothes can be put in there?  Also I got to say, the music is absolutely hilarious normally you would put any footwear that has a weave slot in it and pay the bimbo points to upgrade it to current level.  If you do not have footwear that has a weave slot I believe any other slot will work as well, it just has to have an open weave slot to have it applied. 1
darkroy131 Posted December 26, 2025 Posted December 26, 2025 2 hours ago, Mimirue17 said: normally you would put any footwear that has a weave slot in it and pay the bimbo points to upgrade it to current level.  If you do not have footwear that has a weave slot I believe any other slot will work as well, it just has to have an open weave slot to have it applied. Is it footwear only, or does it include all clothes capable of being worn under armor? Does it recognise modded clothes? 1
MSM_Alice Posted December 26, 2025 Author Posted December 26, 2025 (edited) 3 hours ago, darkroy131 said: What does the Marina chest do exactly? What king clothes can be put in there?  Also I got to say, the music is absolutely hilarious Thank you! In theory, any singular item of clothing or armor that supports the vanilla ballistic weave mod slot can be placed there. When you activate that menu option and the BP cost is paid, that instance of that object is magically "transmogrified" into a bimbo-compatible hypersexual item of your current bimbo level. You do need to go one by one. It is there for the people who do not like (or are bored with) the current clothing line-up being offered by Marina, and want to wear something else, but still want the hypersexual clothing bonus. Edited December 26, 2025 by MSM_Alice
MSM_Alice Posted December 26, 2025 Author Posted December 26, 2025 (edited) New test version for Act1. Solved some text issues (using "My" instead of "I" or vice versa) that had appeared due to the automated translation from third person to first person and various other similar issues. First-person text should now be a lot closer to final consistency. Solved a corner case where if the silly animation behavior (due to high arousal) fired exactly at the moment of the level-up conversation start, the scene with the silly animation might have interrupted the scene with the level-up conversation, so the entire level-up conversation might have been skipped, and the specialist points for that level might not have been awarded on the conversational level up path. solved a bug with Wedge still giving the player money even if the player changed their mind about being in the movies at the last moment (would happen only if they were successful in the previous stage of the quest  (the previous success would have been thought to be the current success - corrected now). Solved a bug with not finding the UAP-named version of the very first specific anim in the wedge quest. Additionally, even if the specific named animations are not found, the fallback animation picker should still insist on finding an oral animation for that stage of the quest (before the failsafe was content with any type of sex animation) MSMA_In_Development_Act1_1_0220.zip Edited December 26, 2025 by MSM_Alice 1
Mimirue17 Posted December 26, 2025 Posted December 26, 2025 (edited) had the additional pop-up of bimbo skills happen between a scene and teleportation back to sanctuary.  This was a pervert mod scene started by sexual harassment in the cell it uses (similar to your random shack scene for prostitution) and the scene ended and in the 5ish seconds it takes before your teleported back the pop up happened literally right before the fade out leading to teleport - so the teleport would not complete until you selected a response (blindly as the screen was black) and then finished.  Note that this has happened only once if all the times I have been sent to that location.  See below for a more common occurrence of being stuck in black screen.  This happens literally almost every time if you are using better living through cumistry and that stupid pop up that happens after ever scene (from the BLTC Mod) if its the last scene (of a sexfight sequence) and you hit the fade out and it will stay there until you hit e or enter for every mob that was in the scene - but annoying if you are not paying attention enough and like why is the screen still black....if BLTC wasn't so old I would ask if they could add an option to remove every pop up that mod has (they are pointlessly repetitive...) sadly its required by a mod I am using (Wasteland Adventure Guild) Edited December 26, 2025 by Mimirue17
MSM_Alice Posted December 26, 2025 Author Posted December 26, 2025 (edited) 2 hours ago, Mimirue17 said: had the additional pop-up of bimbo skills happen between a scene and teleportation back to sanctuary.  This was a pervert mod scene started by sexual harassment in the cell it uses (similar to your random shack scene for prostitution) and the scene ended and in the 5ish seconds it takes before your teleported back the pop up happened literally right before the fade out leading to teleport - so the teleport would not complete until you selected a response (blindly as the screen was black) and then finished.  Note that this has happened only once if all the times I have been sent to that location.  See below for a more common occurrence of being stuck in black screen.  This happens literally almost every time if you are using better living through cumistry and that stupid pop up that happens after ever scene (from the BLTC Mod) if its the last scene (of a sexfight sequence) and you hit the fade out and it will stay there until you hit e or enter for every mob that was in the scene - but annoying if you are not paying attention enough and like why is the screen still black....if BLTC wasn't so old I would ask if they could add an option to remove every pop up that mod has (they are pointlessly repetitive...) sadly its required by a mod I am using (Wasteland Adventure Guild) As a side note: You know every fade to black that MSMA does these days is no longer HUD or pop-up blocking (unless it is the engine-mandatory one that happens on teleport between locations). A different method is used for fade to blacks, which leaves the HUD visible and popups functional. Black screens that are pop-up blocking or pop-up blockable, odds are they are called by other mods (aside from the one caused by teleporting from here to there, which can't be avoided). Do you have any suggestions on limiting the moments when that extra point pop-up can pop up, that would minimise such interferenceences? Should do it only when you sleep and wake up, maybe, since it is not likely that something else would be going on at the time? ( but if you never sleep you never get the points)  Edited December 26, 2025 by MSM_Alice
Mimirue17 Posted December 26, 2025 Posted December 26, 2025 (edited) 53 minutes ago, MSM_Alice said: As a side note: You know every fade to black that MSMA does these days is no longer HUD or pop-up blocking (unless it is the engine-mandatory one that happens on teleport between locations). A different method is used for fade to blacks, which leaves the HUD visible and popups functional. Black screens that are pop-up blocking or pop-up blockable, odds are they are called by other mods (aside from the one caused by teleporting from here to there, which can't be avoided). Do you have any suggestions on limiting the moments when that extra point pop-up can pop up, that would minimise such interferenceences? Should do it only when you sleep and wake up, maybe, since it is not likely that something else would be going on at the time? ( but if you never sleep you never get the points)  hmm, I think a much easier way to accomplish it would be to simply have a delay after any AAF scene.  Regardless of what mod started the scene, at the end there is a transition away from the scene back into a normal state.  In sexfight for example - the last scene will end and then a fade to end of scene result.  In a pervert mod scene there will be a pause after scene then fade to teleport the player back to where they were.  SEU/Harassment and any other mod that starts a scene will have a end point.  If you are able to see the scene in the mod and put a pacification timer on the pop up/ discussion with QoH that would satisfy those it would cover almost any way that a scene would start>end.  This would mean at the earliest it could pop up in the daze/pacification phase - or you could block it even further to something like 60 seconds from any scene end that was generated and everything should be resolved in a way that would be safe to pop up.  This could also be applied to her telling you about what cravings she is going to hit you with - to make sure they don't show up at a point where you might be leaving a scene - or finishing up the clean up.  Basically when she informs you of the result of the sexfight (win, partial win or not safe) a timer should be going to stop that pop up from happening.  If the player has turned off sexfight all together for whatever reason then it should not matter.  I always leave it on and turn off/on effects based on if its a friendly or enemy encounter so she will always give a result of any sex scene that I have regardless of how it started or ended. Edited December 26, 2025 by Mimirue17
MSM_Alice Posted December 26, 2025 Author Posted December 26, 2025 5 minutes ago, Mimirue17 said: hmm, I think a much easier way to accomplish it would be to simply have a delay after any AAF scene.  Regardless of what mod started the scene, at the end there is a transition away from the scene back into a normal state.  In sexfight for example - the last scene will end and then a fade to end of scene result.  In a pervert mod scene there will be a pause after scene then fade to teleport the player back to where they were.  SEU/Harassment and any other mod that starts a scene will have a end point.  If you are able to see the scene in the mod and put a pacification timer on the pop up/ discussion with QoH that would satisfy those it would cover almost any way that a scene would start>end.  This would mean at the earliest it could pop up in the daze/pacification phase - or you could block it even further to something like 60 seconds from any scene end that was generated and everything should be resolved in a way that would be safe to pop up.  This could also be applied to her telling you about what cravings she is going to hit you with - to make sure they don't show up at a point where you might be leaving a scene - or finishing up the clean up. There are a lot of variables there, but I guess I could do a check of " 10 seconds after an AAF scene", if not during Violate sequence nor an infiltration, nor prostitution nor bimbo limbo nor wedge quest,  Maybe.
Mimirue17 Posted December 26, 2025 Posted December 26, 2025 (edited) 25 minutes ago, MSM_Alice said: There are a lot of variables there, but I guess I could do a check of " 10 seconds after an AAF scene", if not during Violate sequence nor an infiltration, nor prostitution nor bimbo limbo nor wedge quest,  Maybe. check the edit that was after that - the result portion (from QoH) of any sex scene (safe, not safe or partial win) would be the timer start - that happens regardless of why the scene started or ended.  Edit: I would think 10 to 15 seconds would allow any transition regardless of moving cells or just going back to normal state (redress or similar actions) Edited December 26, 2025 by Mimirue17
Mimirue17 Posted December 26, 2025 Posted December 26, 2025 Or when she tells you 'we were enough of a slut to defeat them' or similar comment at the end of the last sceneÂ
darkroy131 Posted December 26, 2025 Posted December 26, 2025 Question, what exactly am I missing here?
Cheburashka100500 Posted December 27, 2025 Posted December 27, 2025 I have translated the entire Esp file, but sometimes such windows appear. Can someone tell me how and with what program it can be translated?
MSM_Alice Posted December 27, 2025 Author Posted December 27, 2025 (edited) 9 hours ago, darkroy131 said: Question, what exactly am I missing here? You seem to be missing the NukaRide mod, or you have added it later, after the game start. After you add the NukaRide mod, if ytiu do not want to start a new game, you can go to the debug options in the MCM, and reinitalize the marina item arrays (but the all unlocked items will become locked again and will have to be purchased again with BP though, when you do that). Edited December 27, 2025 by MSM_Alice
MSM_Alice Posted December 27, 2025 Author Posted December 27, 2025 14 minutes ago, Cheburashka100500 said: I have translated the entire Esp file, but sometimes such windows appear. Can someone tell me how and with what program it can be translated? Those are messages in the game scripts. This particular message, if you are translating MSMA_PRELUDE__RC7_0_9000.zip is in MSMA_Main.psc, at line 1930 : Debug.MessageBox("Detected Nuka Ride mod! \n\n If you want to play both MSMA and NukaRide together in parallel, and especially if you want to play the Nuka Ride Norita route, please talk with the scientist in the silver hazmat suit by the containers now, BEFORE talking with Duke, the Nuka Ride Eye Bot! Otherwise it will be a while before you are allowed to visit the Commonwealth again to do so. \n\n After talking with the scientist and wrapping all that up, you can turn around and talk with Duke. You can always handle the rest later, and talk with Marina either after Nuka Ride allows you to visit, or just Town Portal to Marina using the implant Town Portal functionality.") The game scripts are also provided as source files, so they can be translated and recompiled manually if needed. Script sources are in : MSMA_PRELUDE__RC7_0_9000.zip\Scripts\Source\User\MSMA\MSMA_main.psc compiled scripts are in \MSMA_PRELUDE__RC7_0_9000.zip\Scripts\MSMA\MSMA_main.pex There are also automated tools that can be used that decompile, translate, and recompile (one of them is mentioned in the first page description)
darkroy131 Posted December 27, 2025 Posted December 27, 2025 4 hours ago, MSM_Alice said: You seem to be missing the NukaRide mod, or you have added it later, after the game start. After you add the NukaRide mod, if ytiu do not want to start a new game, you can go to the debug options in the MCM, and reinitalize the marina item arrays (but the all unlocked items will become locked again and will have to be purchased again with BP though, when you do that). Thank you very much.
hiono Posted December 27, 2025 Posted December 27, 2025 I was having some issues with sex attributes and wanted to maybe rule out this mod as causing it. MSMA was increasing the sex level but slut status wasnt being added,, I had to add it via console command. When I went to add it i noticed there was another command having to do with MSMA called something like IsPlayerAddidedToSexCopy MSMA is just copying status and would not be involved in blocking it is what im thinking. I may have explained this in a terrible way but its the best ive got
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