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Posted
16 minutes ago, epitaph78 said:

 

Are you going to make your mod seperated in modules or will it be a single big mod ? like the Sexfight and Bimbofication as the Core/Framework and the up comming features seperated as modules ?  

Iff you split it up ppl can deactivate parts they got problems with or features they just dont like.

Most of the parts should already be toggleable in the MCM.

But really a lot of these parts are designed to interact with each other in synergy, so having parts of it turned off, while possible, will be a.... less-than-ideal experience. But to each their own.

Posted

ok ran into 2 issues both during the same session.   

1 - While playing CS if you stray to far your collar goes off and you die.   The Bimbo level up happened while traveling for quest - and it took too long so died - and got caught in a loop as it would always happen before reaching the destination.   Possible solution 1 - MCM setting for time period of no level ups or interactions that remove player control (click on item in mcm and it activates when closed) during this phase the implant is not accessible (90 to 180 seconds?).   solution 2 - when bimbo level up window pops up give an option to delay the level up for set time (90 to 180 seconds?)

2 - the large tit warning happened right before part 1 - and when put into a chair by quest the 'my puppies' messages happened over and over until allowed out of the chair, they also activated when put in a standing position restraint and again repeated until removed from device. 

 

this was on version 0276 

Posted (edited)
36 minutes ago, Mimirue17 said:

ok ran into 2 issues both during the same session.   

1 - While playing CS if you stray to far your collar goes off and you die.   The Bimbo level up happened while traveling for quest - and it took too long so died - and got caught in a loop as it would always happen before reaching the destination.   Possible solution 1 - MCM setting for time period of no level ups or interactions that remove player control (click on item in mcm and it activates when closed) during this phase the implant is not accessible (90 to 180 seconds?).   solution 2 - when bimbo level up window pops up give an option to delay the level up for set time (90 to 180 seconds?)

2 - the large tit warning happened right before part 1 - and when put into a chair by quest the 'my puppies' messages happened over and over until allowed out of the chair, they also activated when put in a standing position restraint and again repeated until removed from device. 

 

this was on version 0276 



CS and MSMA are not the "bestest" of matches.  I tried to allow them to work, but it won't be a seamless experience as their missions (empowerment vs disempowerment) are a bit at odds.
NR and MSMA are a better fit.

The current solutions are:


1. If playing CS, during missions that require you to move and never stop,  use that MCM toggle to make level-ups pop-up menu-based, and not conversation-based.  This way, you are never forced to stay a while and listen/talk.
The alternative to that is for me to make conversational level-ups impossible while playing CS, and perhaps that is not ideal, as there are plenty of moments when that would be okay.

 

2- Use the latest version on the thread. Using furniture is no longer seen as "Running/sprinting motion".

https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/105/#findComment-7212019

 

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:



CS and MSMA are not the "bestest" of matches.  I tried to allow them to work, but it won't be a seamless experience as their missions (empowerment vs disempowerment) are a bit at odds.
NR and MSMA are a better fit.

The current solutions are:


1. If playing CS, during missions that require you to move and never stop,  use that MCM toggle to make level-ups pop-up menu-based, and not conversation-based.  This way, you are never forced to stay a while and listen/talk.
The alternative to that is for me to make conversational level-ups impossible while playing CS, and perhaps that is not ideal, as there are plenty of moments when that would be okay.

 

2- Use the latest version on the thread. Using furniture is no longer seen as "Running/sprinting motion".

https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/105/#findComment-7212019

 

updated, I missed that.   This will be the only time I play CS as I wanted to see how it was updated and agree its not really a match for this mod as I was aware from playing it before your mod was available.   I will switch the level ups as well - I have a save right before it so can test it out.   I agree turning it off for CS is probably not necessary - was just caught in a long walk and was bad timing as level up was due.

Posted
1 hour ago, MSM_Alice said:



CS and MSMA are not the "bestest" of matches.  I tried to allow them to work, but it won't be a seamless experience as their missions (empowerment vs disempowerment) are a bit at odds.
NR and MSMA are a better fit.

The current solutions are:


1. If playing CS, during missions that require you to move and never stop,  use that MCM toggle to make level-ups pop-up menu-based, and not conversation-based.  This way, you are never forced to stay a while and listen/talk.
The alternative to that is for me to make conversational level-ups impossible while playing CS, and perhaps that is not ideal, as there are plenty of moments when that would be okay.

 

2- Use the latest version on the thread. Using furniture is no longer seen as "Running/sprinting motion".

https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/105/#findComment-7212019

 

Just for your information

 

I have found no issues with using the MCM toggle on conversation based. So far in many playthroughs, it has been conversation based.

This playthrough I am going for the true ending, and will report results.

Yes NR and MSMA are more integrated, but CS and MSMA are better integrated than you and JB believe.

 

Again, thanks for the hard work you are putting in.   😁

Posted
35 minutes ago, judge007 said:

Just for your information

 

I have found no issues with using the MCM toggle on conversation based. So far in many playthroughs, it has been conversation based.

This playthrough I am going for the true ending, and will report results.

Yes NR and MSMA are more integrated, but CS and MSMA are better integrated than you and JB believe.

 

Again, thanks for the hard work you are putting in.   😁

Totally agree with that, I played CS until true ending with MSMA active without problems. 

 

Sure while enslaved you can't use sexfight or Marina's option and thus you have no control on your bimbofication leveling (FYI when I ended CS I was BImbo 6). This is another way to use both mode : slowly become a bimbo slut while enslaved. It works, although I understand it's not what everybody want.

Posted
51 minutes ago, krighaur said:

Totally agree with that, I played CS until true ending with MSMA active without problems. 

 

Sure while enslaved you can't use sexfight or Marina's option and thus you have no control on your bimbofication leveling (FYI when I ended CS I was BImbo 6). This is another way to use both mode : slowly become a bimbo slut while enslaved. It works, although I understand it's not what everybody want.

Thank you for confirming.

In theory, you do get a break during pet walk ( recent builds),  where you can get to the Marina and talk and do some stuff strictly during pet walk. 
Have you tried it ,. or back when you played, it hadn't added that yet?.

Posted

It was added when I was at the end of CS enslavement and already bimbo 6.

 

The idea about playing both mods together is that CS is about a woman resisting (or not) her descend into the abyss of sexual enslavment. In spite all the abuses she tries (or not, player choice) to resist. MSMA, without control, add the slowly transformation into a bimbo slut and makes it more difficult to stay the pre-war lawyer.  

Posted (edited)

First version of the social flavour comments system.

 


The voices themselves are just a quick gen,  so there's something there.  What I am more interested in is having a working system that I can build on.
It has its own MCM page in the MSMA MCM, as probably a lot more settings will appear there over time.

I have decided to, by default, for these comments to only be said by NPCs that have generic names like " Settler", "Resident" Drifter," and whatnot, as for those, it is not as jarring to use a voice that is not " their own". 

This limit can be removed in the MCM and have all NPCs, unique or not, comment indiscriminately with the same voice, but it will seem a bit strange to hear unique NPCs talk in a different voice than their own.   Even if that toggle is on, some NPCs will still not ever utter these comments (by design). Current follower, and the mod's NPCsMarina, Misty, Morkulus, Murkulus and Merkulus, and Wedge Henchmen (when they watch), will watch their tongue.

The others  should occasionally comment if:
- Player has sex in public
- Player uses the dildo friends in public 
Aside from that, NPC should comment 

- Various tame /questionable and even nasty comments regarding the player's projected appearance or daily activities.

The number o different comments is not super high yet, just to add a bit of flavour, so you can set their frequency to a frequency where the repetition is not upsetting.

 

 

Took a lot longer than I thought, and it's not really done-done.
 Hit several dead ends and had to back track to do things differently. Will probably still tweak some more, but it is something testable :)
Mid-game upgrade is, in theory, okay. 


Edit: see post below for download.

 

Edited by MSM_Alice
Posted (edited)

Had forgotten a debug popup in : 
Here it is fixed:
Continuing testing :)

Edit: see download below.l

 

Edited by MSM_Alice
Posted (edited)

New version. ( mid-gameplay upgrade should be okay)

Now, commentators actively approach the player and look at the player before delivering their line.  After they deliver their line they hang around for a moment, then resume what they were doing before. It feels a bit more normal than what was happening before, when they were uttering their line in passing ( often with their back to you).

There are also fallbacks to treat the case when the player runs away (or teleports away) or if things simply take too long to complete with this approach. 

 

"Allow everyone" MCM checkbox now should no longer permit non-humanoid races to attempt to comment.

 

The MCM distance now means the maximum distance that the NPC can be at, at the start, to decide to come closer and give you a piece of their mind ( this distance setting is autoreset to 1000 on this upgrade), and also the maximum distance that the NPC needs to be closer than, for the approach to not be abandoned. 

Might add options to change NPC picker mode from "nearest valid one" to "furthest valid one". 
Right now it always pick the nearest valid NPC, but that has as the side effect that if the reset timer is too low, it means that, when the player is stationaly,  the same NPC will keep approaching/reapproaching over and over again and saying lines.
So have that set timer higher.

 

Edit: deleted for effectiveness/space management.
Please Download newer versions, from the newer posts or from the main page. 

 

Edited by MSM_Alice
Posted
42 minutes ago, MSM_Alice said:

New version. ( mid-gameplay upgrade should be okay)

 

Hi,

Is it also safe to update mid-game from version 0.900?

----

NPCs have an intimacy meter that increases after having sex with them. What does it affect?

Will comments change based on this meter?

-----

Is it possible to add a "Follow me" option for sex "Socialite" and "Bimbo", how is this implemented in fashion "Sex Em Up"?

Posted

I tried NPC comments with 1.0291, left all default options except enabled comment for everyone. It works fine and is a good addition to the mod.

 

Fun thing is that even enemies comment : last one was a patroller synth in university point !

 

Will try now last version 1.0300

Posted (edited)
1 hour ago, krighaur said:

I tried NPC comments with 1.0291, left all default options except enabled comment for everyone. It works fine and is a good addition to the mod.

 

Fun thing is that even enemies comment : last one was a patroller synth in university point !

 

Will try now last version 1.0300

Thank you for testing.
I am learning a lot more about using AI packages in conjunction with scenes when doing this

The system is not finalized, but it is a fun start.
There are three categories of "commenters"  that will eventually be picked based on different rules.
I call them

- Socializers
- Commenters
- Enemies


Socializers and Commenters are non-aggressive NPCs that are located within a certain range of the player (default: 1000 units).
Unless you toggle that " anyone can comment " button,  they should also be strictly templated NPCs, from a predetermined list of names ( list of names provided below) 

  • Socializers activate and start approaching every once in a while, when you are not in an AAF scene, and they comment on the player's stats and aspects.
  • Commenters activate when you are in an AAF scene and comment on the scene. (except if that scene is triggered by AAF Violate. That is a separate case.  This system auto-suspends itself during AAF violate events, including during the post-violation peace bubble. not during the infiltration bubble though -though evne during the infiltration, enemies are still seen as aggressive, and that should prevent them from being part of the socializers and commenter pool, unless you are using a mod to alter that,  something like a raider's pet or Assimilation that adds the player to the raider faction).   They should react differently to non-sex-tagged scenes than to sex scenes, and differently to using the Dildo friends than to regular scenes.

Neither should activate in super special situations  (like a prostitution shack, or Bimbo Limbo, or AAF Violate surrender)

For most of it, comments would just be one liners that they drop for flavor, then they move on, but some of the more extreme ones could segway into the prostitution dialogue or other types of interaction too (for instance, if the player was restrained, some low morelity Socializers might get bold, or high morelity socializers might help you out of your restraints.). 

This is also where I could insert a "follow me to a more out-of-sight back-alley for sex" module, which is something I feel I know how to do now, but did not clearly know how to do when I first built the first iteration of the prostitution module.
 

 


Enemies pool ( not activated yet) will act during infiltrations, separated from the commentators or socializer pools, as enemies will ask the player to make good on their promise of being "harmless entertainment", and will approach the player and demand either fun activities,  or sometimes extremely depraved as prrof that the player really are who they say they are., while in infiltration.  The player can blow their cover by refusing these activities, or play into their cover by saying yes to the "activity". They can also save their cover while doing agreting the the activity itelf, by doing other silly tasks to prove that they are just harmless entertainment, even if that one time they refused the activity,  like willingly accepting some defacing tattoos, or yelling some silly bimbo statements. These won't be good enough with highly suspicious enemies,  but will be good enough for most.





List of names( let me know if you think more need to be added.

  • ("Drifter")
  • ("Resident")        
  • ("Settler")        
  • ("Wastelander")    
  • ("Worker")    
  • ("Scavenger")    
  • ("Triggerman")        
  • ("Farmer")
  • ("Trader")
  • ("Merchant")        
  • ("Doctor")    
  • ("Guard")    
  • ("Minuteman")
  • ("Provisioner")
  • ("Survivor")
  • ("Captive")
  • ("Prisoner")
  • ("Hostage")
  • ("Refugee")        
  • ("Traveler")        
  • ("Visitor")            
  • ("Slave")    
  • ("Railroad Agent")
  • ("Railroad")
  • ("Vault Dweller")
  • ("Vault Resident")
  • ("Vault Guard")        
  • ("Caravan Guard")    
  • ("Caravan Worker")
  • ("Harborman")    
  • ("Fisherman")
     

Or if they are flagged as guards. ( Like Diamonds City security)

Edited by MSM_Alice
Posted (edited)
6 hours ago, mk1234s said:

 

Hi,

Is it also safe to update mid-game from version 0.900?

----

NPCs have an intimacy meter that increases after having sex with them. What does it affect?

Will comments change based on this meter?

-----

Is it possible to add a "Follow me" option for sex "Socialite" and "Bimbo", how is this implemented in fashion "Sex Em Up"?

Hello!
Can you screenshot that "meter"? 
It might not be from this mod (unless you are talking about changes in standard vanilla Afifnity? )

Yes there will be some form of follow me mechanic, eventually,  see the previous post:
https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/106/#findComment-7215643

 

Should be good to update from _9000 in theory, but a new game is best.

 

Edited by MSM_Alice
Posted

I have had the comments in DC - but could not tell what they were in this instance.   QoH was making a comment at the time and did not see any subtitles for what was said.   But the Resident did leave there stool and come over and saw the mouth moving so she said something!  Going to try during the day in the middle of DC and see what goes on - will turn down QoH frequency for this so I can see what is being said.   Curious how this will work with Spectator mod as it brings many people closer by to watch which should aid this process I would think.   Will let you know how it goes.   

 

Posted (edited)
11 minutes ago, Mimirue17 said:

I have had the comments in DC - but could not tell what they were in this instance.   QoH was making a comment at the time and did not see any subtitles for what was said.   But the Resident did leave there stool and come over and saw the mouth moving so she said something!  Going to try during the day in the middle of DC and see what goes on - will turn down QoH frequency for this so I can see what is being said.   Curious how this will work with Spectator mod as it brings many people closer by to watch which should aid this process I would think.   Will let you know how it goes.   

 

Right now I have a check so that if the chosen NPC ( that would approach and  say  the line) is in a scene already, this mod will not pull them out of that scene just so they can say their lines. 
 If the spectator mod brings them over to the player by putting them in a scene, then it is likely MSMA will leave them be, and lines won't work. 

If the spectator mod bing the spectators over by setting up AI packages instead, and not via an approach scene, then it is likely it will work.


I am not sure I should forcefully pull out NPCs from scenes, as that might mess up with a lot of functionality of other mods that might not have contingencies for scenes randomly being interrupted. 


I could also try and force them to say the lines while they are in their custom scene anyway, without stopping that scene,  awithout intefering on their pathing, head tracking, or AI package in that case  (and just check that they are not talking before playing the line, but not limit that based on them being part of a scene or not). 

What spectator mod are you using? Maybe I can check specifically for the scenes of that mod and flag them as safe to intervene on.

Edited by MSM_Alice
Posted
2 hours ago, MSM_Alice said:

It might not be from this mod (unless you are talking about changes in standard vanilla Afifnity? )

 

"Your current Affinity with this one is ..." (the last indicator in the bimbo report, which is called up by the "Numpad -" key). This indicator increases only if you trigger sex through the hotkey of this mod.

 

What is this indicator for?

I'm faced with the choice of initiating sex through this mod (to boost "Affinity") or through "Sex 'Em Up" (so I can take the NPC to a secluded place).

 

Another question: What constitutes a private place?

For example, would a box with a roof, floor, and door, in the middle of a settlement, be considered a private place?

Posted
59 minutes ago, MSM_Alice said:

Right now I have a check so that if the chosen NPC ( that would approach and  say  the line) is in a scene already, this mod will not pull them out of that scene just so they can say their lines. 
 If the spectator mod brings them over to the player by putting them in a scene, then it is likely MSMA will leave them be, and lines won't work. 

If the spectator mod bing the spectators over by setting up AI packages instead, and not via an approach scene, then it is likely it will work.


I am not sure I should forcefully pull out NPCs from scenes, as that might mess up with a lot of functionality of other mods that might not have contingencies for scenes randomly being interrupted. 


I could also try and force them to say the lines while they are in their custom scene anyway, without stopping that scene,  awithout intefering on their pathing, head tracking, or AI package in that case  (and just check that they are not talking before playing the line, but not limit that based on them being part of a scene or not). 

What spectator mod are you using? Maybe I can check specifically for the scenes of that mod and flag them as safe to intervene on.

 

Posted (edited)
3 minutes ago, Mimirue17 said:

 

it might be interesting to test turning off one gender and having your feature use the other to comment how depraved you are for having sex in public

Edited by Mimirue17
Posted (edited)
35 minutes ago, mk1234s said:

 

"Your current Affinity with this one is ..." (the last indicator in the bimbo report, which is called up by the "Numpad -" key). This indicator increases only if you trigger sex through the hotkey of this mod.

 

What is this indicator for?

I'm faced with the choice of initiating sex through this mod (to boost "Affinity") or through "Sex 'Em Up" (so I can take the NPC to a secluded place).

 

Another question: What constitutes a private place?

For example, would a box with a roof, floor, and door, in the middle of a settlement, be considered a private place?


Affinity is a  standard vanilla actor attribute ( was not created by MSMA or SexEmUp) that Fallout4 NPCs have, that reflect the affinity a certain NPC has with the player.
In the vanilla game, it is increased when you do things that align with the worldview of that NPC, and decreases when you do things that they hate 
(that "FollowerX liked that"or "FollowerX hated that" notifications) . In vanilla fallout4 it mostly matters for Followers. Normally fallout does not let you see what the affinity value is directly is with a certain NPC, but it is and has always been there. You can ask them how they feel about you, and they will give you an answer based on how high the affinity is. 

MSMA (and, I understand from you, SexEmUp) gives you additional ways to pump that affinity up.


High affinity has various effect in the vanilla game, covered by Fallout 4 Wiki articles. So does negative affinity ( followers might refuse to follow you or even leave if affinity is too low) 
In Msma specifically, high affinity currently means that when you have sex with that NPC for influence, using the charm/influence system, high affinity means they might give you a bit better gifts at the end ( like 10 moisturising napkins instead of just one) 
It is the same thing that, once over 1000, unlocks follower specific missions.


What constitutes a private place in "follow me to a private place": 
It is your decision. At you sole discretion, you will decide if you think a place is private or not. Common sense.

The most private place is that "abandoned shack". A back alley will probably always have SOME risk of being discovered.
NPC will not follow you out of the current cell, though, though doors that teleport, and the mod will likely have a maximum distance (and a maximum time) that the NPC will be willing to follow you for to prevent ridiculous situations.

MSMA will look for NPC passing by, and if they discover you, obviously, the pace wasn't private enough.
But let's wait for that being implemented before we think too hard about it.

Edited by MSM_Alice
Posted (edited)
31 minutes ago, Mimirue17 said:

it might be interesting to test turning off one gender and having your feature use the other to comment how depraved you are for having sex in public

Hmm.. what do you mean by this specifically?

A toggle in MSMA to only allow comments from women, or only allow comments from men?
You want a limit one way or another?
Right now, both might comment on the depravity of having sex in public.
( but only men NPC occasionally will  be appreciative of "a free show", women NPC generally will view this only negatively) 

 


Also exposing yourself to children (actorsof  the human children race) is detectable. I haven't implemented the consequences for this yet, but it will universally be seen as a negative ( even by QOH) and willhave actually pretty bad consequences if it is a repeated offence. So all bimbos will have to be careful when children are around.

Edited by MSM_Alice
Posted
4 hours ago, MSM_Alice said:

Hmm.. what do you mean by this specifically?

A toggle in MSMA to only allow comments from women, or only allow comments from men?
You want a limit one way or another?
Right now, both might comment on the depravity of having sex in public.
( but only men NPC occasionally will  be appreciative of "a free show", women NPC generally will view this only negatively) 

 


Also exposing yourself to children (actorsof  the human children race) is detectable. I haven't implemented the consequences for this yet, but it will universally be seen as a negative ( even by QOH) and willhave actually pretty bad consequences if it is a repeated offence. So all bimbos will have to be careful when children are around.

The spectator mod allows you to select gender so was referring to setting in that mod and allowing MSMA to pull from what's left.

Posted

Any chance of getting a patch/mod that alters the dialogs for people who aren't playing vanilla Nora? Changing "my son" and "my husband" to "my neighbor's son/husband/family" seems the easiest way to do it. 

Posted (edited)
1 hour ago, kikicat said:

Any chance of getting a patch/mod that alters the dialogs for people who aren't playing vanilla Nora? Changing "my son" and "my husband" to "my neighbor's son/husband/family" seems the easiest way to do it. 

Yes, there will be at some point an option for a more generic alt-start. 
Right now, this mod references the vanilla story in about 5 places: 
- initial convo with Misty
- 2 convos with Marina
- The holotapes
- One convo I think with QoH, and one line where she references lawyer knowledge..
- Some flavour text. 
Those will be handled by the patch when I get to build it.

Until then, you can imagine those to be different ( they have no actual story impact) .

 

 


Altering everything else from the vanilla content  (story quests and whatnot), is beyond the scope of MSMA
there are probably other mods that do exhausting alt-start dialogue and quest changes.

Edited by MSM_Alice

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