Jump to content

Recommended Posts

Posted

Hello Alice

Can you add the possibility to move tattoos in marina menu ?

I have overlapping tattoos and i do not want to delete them i just want to move them a litle

 

oh and with FG all morph work correctly

 

Merci

 

Posted
1 hour ago, renhoff said:

Hello Alice

Can you add the possibility to move tattoos in marina menu ?

I have overlapping tattoos and i do not want to delete them i just want to move them a litle

 

oh and with FG all morph work correctly

 

Merci

 

Hello. Unfortunately, they can't be easily moved ( only removed), their positions on the body are defined and locked in when the tattoo texture is made. 

Posted (edited)

Ok, the comment system ( for the non-aggro casual commenters)  is more architecturally sound now.

Now NPC who comment come in comment, then head out without lingering too much, and eventually return to their previous AI package as they were. 
(Some of them will eventually be able to start dialogue from these comments - but right now they turn and leave, even after the comments that would sound like they'd start a dialogue.)

 

version 1.0310 - upgrade mid-playthrough should be okay. 


Aside from fixing various bugs and quirks, I added options to 
- allow comments done "en passant"  even from NPCs who are in other scenes ( they won't walk towards you, they will comment from where they were. This is done based on a different distance setting than the "Walking" ones.)
- allow choosing the commenting NPCs using the "farthest NPC in radius" rule or  "nearest NPC in radius" rule, use whichever one you like best.
- exposed the setting for timeout (in seconds) 
- added debug buttons to manually reset approaches if anything is stuck (but really, there should not be any stuck approaches, as they auto-reset on timeout) 
- confirmed it works with AAF spectators. @Mimirue17


I think I can begin to scale up content on it. 
Edit: deleted for effectiveness/space management.
Please Download newer versions, of from the main page. 

 

Edited by MSM_Alice
Posted (edited)
2 hours ago, Nuka Cherry said:

We really lack comment mods related to rep or looks, something Fallout modding has really lacked. Great work. 

 

 

 

 

Thank you. It is a complex beast if attempting to do it in a more meaningful way; the more I think about it, the more I feel I am merely scratching the surface. 

 


Even when talking just about the comments done in non aggro scenarios (not surrender/infiltration or anything more delicate) 


1 There is the aspect of what these comments are about / what they are reacting to. Most of that fortunately, is already tracked, and I have a lot to go on, because MSMA has a lot of internal systems, and the external systems I can query are straightforward 

  • - Procedural: SA Sex fame will be a big one
  • - Procedural : Body sizes will be another one
  • - Procedural : Visible tattoos ( and  their types- depraved vs nice) will be another one
  • - Procedural : Hairdo/makeup state
  • - Procedural : cleanness status will be another one 
  • - Procedural : Clothing status/Skimpiness and general looks score can be another one
  • - Procedural : Various deeds/rumors tracked by themod itself those notifications that "You feel as if you're being watched". When doing something in the wild. Those are not gratuitous; something is being tracked there, and some rumors are started. 
  • - Non-Procedural,  Story Contextual: Quest story aspects (if you are on a flyer distributing mission, for instance, the  flyer message will matter) 



There is the aspect of the general tone of the comment,  how they are delivered, because of the type of person they come from ( no matter what specifically they are reacting to) 

  • -  Right now, there is a morality Actor value that MSMA adds, and a value for it  is  assigned to each actor the first time their morality is queried, ranging from 1 to 100, BUT 
  • -  The more I think about it, separated from morality, there would probably be the need for lawfulness of the individual that will have to be added in. Probably somethingto the Evil-Neutral-Good, and Chaotic-neutral- Lawful from DND, done with Morality actor value, and Lawfulness Actor value combo.   
  • Some commentswould lend themselves to a "Chaotic good "type, others for "lawful Evil" type, others for"Lawful Good",  others for"Chaotic evil" ( typical raider perhaps ) 
     

Sort the Morality+lawfulness value distribution based on factions ( or even races). 

Not just across individuals, but also across factions, certain races would tend to be more or less moral ( for instance, supermutants won't ever be big on morality), and also factions (raiders won't be big on morality), which is not fully handled right now; right now, each human is assigned morality at random. Which is not ideal.

There are plenty of mods that have the player live for a while amongst raiders or other amoral factions, so it needs to be accounted for as a possibility.

 

Affinity to player: Maybe even the amoral, regularly heartless NPCs, if they have developed an affinity to the player, then some outrageous/gross comments will become off the table, and they willact with more morality andcompassion towards the player, even if they are, in fact, amoral.  Reverse also true.


Body language and expressions
Unfortunatelly the say and Saycustom functions ( what I  use in papyrus to make the  NPC say things)  don't seem to use the entire array of gestures/expressions/bodylanguage that the scene system uses.  They just.. stand there and flap their mouths while looking at the player. So maybe I need to reconsider the wisdom of this system being built on Say/Saycustom, and I need to move on to a Scene paradigm, so people gesticulate and emote properly when addressing the player. 


Add *some* voicetype variety 
There is only so far that MaleEvenToned and Female EvenToned voice types will take us for any and all humanoids, before getting ridiculous, that all commenters in the wasteland have the same voice. 
The array of comments, once established, needs to be at least 
Human Man ( probably at least two voice types) 

Human Woman (probably at least two voice types) 

Ghoul Man,

Ghoul Woman (need to sound more raspy), 

 

And separated( as they will likely have their  own pool of comments)
Supermutant voice (arguably can be male only) 

 

Maybe a synth voice.


The more I think of it, the more I realize it might end up being one of the most complex subsystems of MSMA.

Edited by MSM_Alice
Posted
2 hours ago, MSM_Alice said:

The more I think of it, the more I realize it might end up being one of the most complex subsystems of MSMA.

 

I would say, clothing and body morphs would give you most bang for buck, mainly from settlers and guards. Everyone else will just shoot you and cook you.

 

I would love to see camps becoming increasingly disgusted with you, to the point you have to pay to sleep in a settlement (MGC had this function). 

 

 

 

 

Posted (edited)

I noticed now with AAF Violate if I use it the game does a CTD, which never happened before.  Trying to investigate this though.

I noticed that you gave the option to chose to surrender before even the battle start, for a denying Bimbo this is contradicting if the denial bimbo is trying to deny it.

Would it be interesting to have an extra option with health. A "not without a fight" type of option. Lets say if you reach 10% of your health and then have the pop come up as:


*Surrender* and "I'm not giving in*

Which makes it still a player chose to risk to trigger the after death scenario.

Edited by Tempy
Posted (edited)
39 minutes ago, Tempy said:

I noticed now with AAF Violate if I use it the game does a CTD, which never happened before.  Trying to investigate this though.

I noticed that you gave the option to chose to surrender before even the battle start, for a denying Bimbo this is contradicting if the denial bimbo is trying to deny it.

Would it be interesting to have an extra option with health. A "not without a fight" type of option. Lets say if you reach 10% of your health and then have the pop come up as:


*Surrender* and "I'm not giving in*

Which makes it still a player chose to risk to trigger the after death scenario.

Hello!
That does not require an option or a bespoke menu. 
That is the Violate surrender hotkey, which you can choose to press at any time during the fight.

You chose to activelly fight, and you chose to not surrender (not press the button) when it is clear you are going to lose-> then you lose the fight you "win" a free trip to the afterlife in Bimbo Limbo.

If you press it when you are almost dead, it is not much better. No raider whose mind is not broken would treat someone who was shooting at them a few minutes before with leniency.
If anything, the default mode of a psychotic raider would be  "I'm going to kill this person when I'm done toying with them" ,  and not just let them go at the end so they can come back re-armed and try to kill the raider AGAIN.  The only way to avoid that execution/death at that point would have to be a won sexfight that breaks the mind of the raider so they stop thinking straight.


Fight then surrender at the last moment (when it is clear you will lose) is not, and will never be, equal to surrender without a fight at the start, in terms of how dangerous one is perceived by their opponents.

Real Fight, for anything longer than a few seconds,  then surrender at 10% HP-> the only sane conclusion your enemies can draw is that they are facing a rather determined, dangerous enemy, and no extra leniency should be applied, and theenemy needs to be killed. Maybe even skip the violate AAF scene altogether and just execute that enemy as they surrender.

Surrender quickly without a real fight-> only then, your enemies might be persuaded that maybe this person is not dangerous, maybe this was a misunderstanding, and only then you can lose the sexfight but still keep your life. 

If I am going to do any further changes to the system, it is a drastic increase in the chance of a cold-hearted execution / bad end,  at the end of any violation where the sexfight was not won. That execution chance is for now configurable, and there's a chance aspect to it, but in reality, it should be set at something like 99%/ 
The only scenario where the sexfight can be "not won", and one still keeps their life, would be if
a. The surrender was quick to begin with,
and
b. Enough effort (time)  was put into the sex scene. 
That is the way to not be seen as a "real, determined enemy" that is better off dead.. 

 

Edited by MSM_Alice
Posted (edited)

You might have noticed that the updates have slowed down somewhat, indeed in the next month or two I'll have more limited time for modding. 
Is not going to be 0, but for sure not the same pace as November/December.

Probably more time for modding will return in the spring.

I will endeavour to put all the new music in the latest version and put that on the main page this weekend, though.

Edited by MSM_Alice
Posted

Have to say the amount of things you did the past 2 months is pretty impressive.   It seems real stable and the social system seems to be working real well and is fun interaction with people. Some saying how hot you are while others think your a whore and want to know how much it costs and other suggestive comments.

Posted

Hi,

I've noticed some strange behavior with the attributes ("Sex Level" and "Sex Reputation") from the "Sex Attributes" mod.

The "Sex Level" attribute fluctuates between 0 and 20. It slowly increases, but quickly drops to 0 (1-2 in-game days).

"Sex Reputation" was 94, but after 2-3 in-game days, it dropped to 34.

There were no transitions between bimbo levels.

 

Why is this happening? Is this normal?

 

 

Posted (edited)
4 hours ago, mk1234s said:

Hi,

I've noticed some strange behavior with the attributes ("Sex Level" and "Sex Reputation") from the "Sex Attributes" mod.

The "Sex Level" attribute fluctuates between 0 and 20. It slowly increases, but quickly drops to 0 (1-2 in-game days).

"Sex Reputation" was 94, but after 2-3 in-game days, it dropped to 34.

There were no transitions between bimbo levels.

 

Why is this happening? Is this normal?

 

 

Depends on a lot of factors.
Are you on all default settings in the MCM, or did you alter things that relate to those?
Are you using some OP settings like greatly increased SPECIAL stats or whatnot, things like boosting your avalable AP to the sky?


Assuming you are on all default settings and a new vanilla playthrough, without many unknown OP effects from third-party mods :
- Depending on your actions in those two days, bimbo level, and bimbo specialist skills, it can be normal. 
- If those were days spent with low sex activity, while not a slut, at a low bimbo level, not getting midbroken in AAF scenes, not engaging in fights that are too tough for you, not causing you to have to use extraordinary methods of AP generation like spending Sex addiction for AP, then yes, it is normal to be able to keep things under control.

 


If you trust that the game is too easy ( I didn't make it too challenging by default), and it is too easy for you to keep things under control in its default settings, you can use the AP cost per challenge sliders to increase the game difficulty, increase the weapon drop chance, or even increase the vanilla game difficulty,  as that would mean you might be losing more classic combat,  and thus end up more often in bimbo limbo for re-educatrion in bimbo ways, which can lead to bimbo level increases, to a level where the per tick decrease in sex addiction and sex fame no longer happen..


Some examples: 
For instance,  a bimbo who is wearing bimbo-appropriate gear (or who has the Bimbo in denial perk of getting those advantages even when not wearing that gear), has a natural decrease in Sex reputation and sex addiction by  -1 each, every Bimbo update tick, if the bimbo level is low.

This happens if under bimbo level 2 ( so on levels 0 and 1)  for sex reputation, and under bimbo level 3 ( so on levels 0 1, and 2) for sex addiction.

That means every 30 seconds or so. 


Also, taking the face remodelling option for 2 bimbo points at Marina also decreases both present-day Sex Reputation, but also the latent rumors that may increase itover time.
Sex Addiction sex level can also be kept under control if you keep yourself at a high pleasure threshold, but don't go over it in AAF scenes. (especially when you press the sexfight button outside of a valid challenge, and consume AP just to control the pleasure).

Edited by MSM_Alice
Posted (edited)

New version for testing. 1.0321
Not yet fully tested, but it should be good. 
Mid playthrough upgrade also, should be good,

  • Added more MCM option around extra sizes for chest butt and belly,  and when the AP drain effects should kick in 
  • Various smaller bugfixes
  • Added 24 new music tracks and their play conditions.

 

MSMA_Act1_[In_Development]_1_0321.zip

Edited by MSM_Alice
Posted (edited)

Thanks for the clarification.

 

I play with the default settings and do not resort to additional settings that allow me to dramatically increase the available AP.

It seems I've combined all the factors you mentioned. Low Bimbo level (second), Bimbo denial, low sexual activity. Additionally, I was interested in the "Re-Sculpt Face" option and I didn't actually make any changes, but I understand it was taken into account.

 

A special "Like" for the weapon drop mechanics. 👍
My game is as realistic as possible, so, as a rule, when walking through the wasteland, I only have one weapon in my equipment.

Additionally, I don't use sprint.
How surprised I was when it fell to the ground!
I eventually got out of the situation, but I was left impressed. It was fun. Thank you.
Now my hiking gear additionally includes a lightweight knife.)

 

I'm still exploring the mod. I felt a little uneasy when the "Princess Size" stat increased to 800.

I decided to do the "Medicine Rejuvenation" procedure in all areas (Vaginal, Oral, Anal), but it didn't affect the "Princess Size" stat. Or the game overall.

How does it work?

 

I'm also unclear how "Obedience" works. The "Core Variable Traits" info window says "Obedience" is 187, but according to the "Sexual Attributes" mod, the value is "Sub/Dom: 50 Extremely Dominant."

Are these two different things?

 

 

Скриншот-20260117-060949.jpg

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

Thanks for the clarification.

 

I play with the default settings and do not resort to additional settings that allow me to dramatically increase the available AP.

It seems I've combined all the factors you mentioned. Low Bimbo level (second), Bimbo denial, low sexual activity. Additionally, I was interested in the "Re-Sculpt Face" option and I didn't actually make any changes, but I understand it was taken into account.

 

A special "Like" for the weapon drop mechanics. 👍
My game is as realistic as possible, so, as a rule, when walking through the wasteland, I only have one weapon in my equipment.

Additionally, I don't use sprint.
How surprised I was when it fell to the ground!
I eventually got out of the situation, but I was left impressed. It was fun. Thank you.
Now my hiking gear additionally includes a lightweight knife.)

 

I'm still exploring the mod. I felt a little uneasy when the "Princess Size" stat increased to 800.

I decided to do the "Medicine Rejuvenation" procedure in all areas (Vaginal, Oral, Anal), but it didn't affect the "Princess Size" stat. Or the game overall.

How does it work?

 

I'm also unclear how "Obedience" works. The "Core Variable Traits" info window says "Obedience" is 187, but according to the "Sexual Attributes" mod, the value is "Sub/Dom: 50 Extremely Dominant."

Are these two different things?

 

 

Скриншот-20260117-060949.jpg


Size princess CVT stat does not reflect your own ummm...sizes, those are indeed different, and you have noticed that when intervening upon them at Marina. 
That CVT statistic is just your general lust for the size of your partners.

This info and a lot more are already included in the help pages in the mod's MCM. Those page and the main page mod description are meant to provide the base info on how things work. 

mcm_tut.thumb.jpg.40c756f953537b4ca28681d2bc87cdbd.jpg

 

Also, there you'll find an explanation  about "true values" and "target values", and how these values move towards the target value, so you understand why the obedience stat is in an evolution and does not " jump" to the new value right away 

 

A lot of this is clarified in the mod description and in the help files in the mod's MCM. They serve as the mod's " manual".
 

Edited by MSM_Alice
Posted

It's been a good while since i played some fallout and after re moding it all after a clumbsy shift delete XD i started it again yesterday.  

 

I started with using the stable version, The voice's are cool ajd works realy good with the pop ops after leaving the vault.  Just wondering what is the different between the act one dev download and is it ok to swap them mid game?

Posted (edited)
6 hours ago, LatencyRemix said:

It's been a good while since i played some fallout and after re moding it all after a clumbsy shift delete XD i started it again yesterday.  

 

I started with using the stable version, The voice's are cool ajd works realy good with the pop ops after leaving the vault.  Just wondering what is the different between the act one dev download and is it ok to swap them mid game?

Hello

Both the thread and the changelog on the main page will detail what has been added. 
Quite a few things/functionality/bugfixes. Here is a copy/paste: 

 

 

 


Jan 17, 2026

Changelog 1.0321 - mid-playthrough update is okay

 

 

  • Improved social comment system behaviour
    • can allow comments done "en passant"  even from NPCs who are in other scenes (they won't walk towards you, they will comment from where they were. This is done based on a different distance setting than the "Walking" ones.)
    •  Allow choosing the commenting NPCs using the "farthest NPC in radius" rule or  "nearest NPC in radius" rule; use whichever one you like best.
    •  exposed the setting for timeout (in seconds) 
    • added debug buttons to manually reset approaches if anything is stuck (but really, there should not be any stuck approaches, as they auto-reset on timeout) 
    • Added more fallbacks to what happens on edge cases,
    • filtered correctly out non-humanoid races.
  • Updated MCM options related to social behaviour
  • Added MCM option for oversized chest blly and butt AP drain effect threshold 
  • Added 24 new music tracks and their play conditions (a lot of them related to the oversized chest, belly, and/or butt). Added MCM option for them to guard against repetition.


Jan 12, 2026

Changelog 1.0291 - Upgrade mid-playthrough is, in theory, okay.
 

  • The Motion penalties for big chest/butt/belly should correctly identify the moment the player is sitting on furniture, and not trigger in such occasions 
  • The Motion penalties for big chest/butt/belly should correctly identify the moment the player surrenders in AAF violate, and auto stop
  • The Motion penalties for big chest/butt/belly should correctly identify the moment the player enters Bleedout, and should auto-stop.
  • Ligher DD restraints, such as nipple clamps, plugs, should no longer change the context menu to " I'm restrained, need to do something about it" menu; only the more serious motion-limiting restraints should do that now
  • Added the first iteration of  MSMA social interaction comments 
    • Certain NPCs, especially in larger settlements, will comment on the player's appearance and projected occupation (some kinder comments, some less so)
    • Using the four magic dildo friends in public would also elicit comments
    • Having sex in public will also elicit comments
    • Added MCM page menu to adjust some of the comment settings (commenter scan speed, comment refresh speed, max distance up to which an NPC might still comment, types of NPC that are allowed to comment)
    • Note that using a spectator AAF mod that brings more NPCs nearby might allow more comments than usual. (depending on whether the spectators are in a scene, as the module tries to avoid pulling NPCs out of scenes)

 

 

Jan 3rd, 2026

1.0272 -  " Bodypart sizes matter" release.  ( Can be upgraded during playthrough) 
 

  • Bodypart sizes (Belly, Chest, and Butt) now matter in more ways than appearance score. (no worries, all fully toggleable and adjustable in MCM)
    • Running or sprinting  around with too large a chest, butt, or huge belly will drain AP, and if AP is empty will drain HP
    • Can be offset to a certain extent with
      • appropriate supporting clothing, specifically hypersexual bimbo clothing from Marina (level-appropriate bimbo gear works better as support than lower-level bimbo gear, both work better than no bimbo gear) 
      • Reducing the specific body part sizes (if possible) at Marina in the case of chest and butt, or allowing to deflate in the case of belly.
      • Walking instead of running, sprinting or jumping.
    • Too large chest/but/belly will not fit comfortably into Power armor either.  In fact, if they are too large, using a PA is akin to torture, draining HP.
    • Can also be offset with
      • appropriate supporting clothing, specifically hypersexual bimbo clothing from Marina (level-appropriate bimbo gear works better as support than lower-level bimbo gear, both work better than no bimbo gear) 
      • Reducing the specific body part sizes (if possible) at Marina in the case of chest and butt, or allowing to deflate in the case of belly.
      • Crafting a certain Bimbo Servos Misc PA torso mod. The crafting perk (BimboSmith) is granted for now automatically on Bimbo level up to bimbo level 1.
    • Funny Sounds,  player moans, and QOH voice lines will accompany these events.
  • Punchier full-screen VFX on Mindblowing and Galactic orgasms on the Player, to underline their importance 
  • Added an MCM option to optionally no longer test for the presence of certain named animations by name before calling them, and just calling them directly (useful, probably for people using NAF).  If the needed anims are actually not there on your system, though, and you use this option where they are not validated beforehand, then missing them might lock down your playthrough, requiring loading an earlier save point. 
  • Now, hypersexual gear on the player's body is correctly remembered and produces an effect even when the player is in power armour ( before, as soon as a bimbo would enter a power armour, it was as if she had taken off her bimbo gear while she was in the power armour.  No longer the case now, now it is correct) 
  • When bimbo silly anims on high arousal end due to arousal dropping below the activation threshold, the bimbo does not do one extra last silly anim anymore (didn't make a lot of sense for her to do so, since at that point the arousal was already low). 

 

Dec 30, 2025
 MSMA_Act1_[In_Development]_1_0242  (update mid-playthrough is in theory okay)

  • Now at Marina, the defacing tattoos can also be removed one by one, not only in bulk.  
    • Perhaps not the ideal UI for selecting individual tattoos for removal, but at least it is possible now. If you accidentally removed one tattoo that was actually wanted, there is also an "undo last removal".
  • Added a new option in the debug page to make Marina's Tattoos auto-refresh periodically, 1 means once every 30-ish seconds,  5 means once every 150 seconds. 0 is "disabled." 
  • Silly or defacing face tattoos can now be visually hidden by makeup, provided the makeup is in good condition. If the make-up degrades, the face tattoo will be visible again (unless it is removed by Marina)
  • In the music MCM page, the music catalog now also has an option that can be toggled on so the catalog displays the track titles as pop-ups. 
  • Corrected more text typos.



Dec 28, 2025
Patched   MSMA_Act1_[In_Development]_1_0231.zip   to  MSMA_Act1_[In_Development]_1_0232.zip,  to solve a bug where all enemies at some point were going super shy of tattooing the player anymore, until the player actually lost a sexfight. 
Then things would be okay for a while, and they would become shy again after a special event like Bimbo Limbo, Wedge's amateur Porn studio, Codsworth Cravings, or Prostitution/Charm, where tattoos are typically suppressed.

All of that is fixed now; their eagerness to tattoo the player should be back to their baseline on every new encounter.
(update mid-playthrough is in theory okay)

 

 



In theory, mid-playthrough upgrade should be okay, but I would reccomend a new game. 

Edited by MSM_Alice
Posted
47 minutes ago, MSM_Alice said:

In theory, mid-playthrough upgrade should be okay, but I would reccomend a new game. 

Thanks ;) i did read all the main page changes but wasnt sure if they were in both stable/beta versions. Also one more question if you dont mind me to much, the scientist girl you talk to to start the quest, do they hang about at Vaullt 111 ext untill you talk to them? I want to start another mod with heavy sex first but dont want to get to much into this mods progression from it.

Posted
3 hours ago, LatencyRemix said:

Thanks ;) i did read all the main page changes but wasnt sure if they were in both stable/beta versions. Also one more question if you dont mind me to much, the scientist girl you talk to to start the quest, do they hang about at Vaullt 111 ext untill you talk to them? I want to start another mod with heavy sex first but dont want to get to much into this mods progression from it.

In theory, yes, she's there until you talk with her, but some things will happen either way. 
But starting at the start, on a new game, is how things are designed and recommended. 

Posted

I have a question about Sturges.

Does his role in "Wedge Quest" have an ending, or is he involved in any way later on?

I'd like to install a mod that requires Sturges, but only after Sanctuary is built.

I'm not sure if there might be any conflicts if Sturges is still needed.

Posted
10 hours ago, Esdrik said:

I have a question about Sturges.

Does his role in "Wedge Quest" have an ending, or is he involved in any way later on?

I'd like to install a mod that requires Sturges, but only after Sanctuary is built.

I'm not sure if there might be any conflicts if Sturges is still needed.

No particularplan with Sturges after the sanctuary quest at this time.

Posted (edited)

1.0340 Changelong

Mid-playthrough upgrade should be okay. 


The "Better Enemy initiative during infiltration" upgrade.
Starting with this update, the enemies can have some initiative during infiltration; they will no longer just "sit pretty." It is toggleable with an MCM setting

zaza.thumb.jpg.0b3a6f19ce5632e3cd24485e086e7697.jpg

 

 

  • During bimbo infiltration, if close enough to enemies, the enemies might now demand services and take away the player's weapons, ammo, and even bobby pins.  The distance that activates them is smaller if the player has no weapon equipped, larger if the player has a weapon equipped. The player can accept and keep their cover, or refuse and blow their cover.
  • The player can also avoid them by running away, as they will have to walk to the player to initate thepop-up conversation. They will follow a bit, but not run, and they will eventually give up if they can't reach you in ~ 20 seconds.
  • currently there are no recorded voices, so it is all done via popups for now. They will eventually be vocal, just not now.
  • enemies who are dazed already will not attempt to do these kinds of things;  only enemies who are not dazed will do that. 
  • as a reminder, if you daze an enemy, you can access their inventory so you can easily recover your confiscated weapons. All you need to do is win the sexfight properly with a mindblowing or galactic orgasm, and then access their inventory by using the sexfight key on them, outside of the AAF scene, while they are still in the dazed state.

 

 

Changes to Bimbo agent skills (The other types of bimbos are more thoroughly disarmed in infiltrations. The agent is more combative. )

  • Bimbo agent skill   Grip Strength - When I am hit, I grip tighter. Less weapon drop when hit in combat. I can keep Bobby Pins and some melee weapons when disarmed during infiltration
  • Bimbo Agent Skill: My Turn to Shoot - Recover 50% of the lost accuracy and weapon damage caused by the bimbo implant. I also get to keep all ammo and one pistol even when disarmed during infiltration."
  • Bimbo Agent Skill: Bring a Friend - Having an active companion no longer halves the infiltration duration. They are no longer disarmed during infiltrations.

 

 

 Achool now works a bit differently: it offers AP bonus while buzzed or tipsy (max bonus is already reached on tipsy),  and then, if drinking more, if going intoxicated, drunk or hammered, the AP bonus is still there, does not go up or downeven more, but the extra pleasure default rate for the player is multiplied with the intoxication level (so it will be harder to keep own pleasure under control while drunk or hammered).
Details on the status effects of achool are reported in show Stats (first entry in the implant menu) 
It is optimal now to sexfight while tipsy or buzzed (or sober as normal),  intoxicated might still be okay too. Drunk or hammered, however, it gets a bit dicey. Drunk or hammered is more of a liability for the pleasure to get out of control. This has some additional settings in the MCM to further refine how much the extra pleasure is multiplied. 

 

Additionally

  • Entering power armor during infiltration ends infiltration.
  • Marina's player hologram should no longer be FPSH eligible.
  • Fixed a bug with defacing tattoos that would not remove some of their gameplay bonuses when/if removed at Marina. 


 

 

 

Unfortunatelly I didn't have time to add all the other settings variables to the MCM (activation distances and whatnot), only the ON/OFF switch. If you are feeling adventurous, they are public global variables that you can inspect and change in the game console.
Type help MSMA_Setting_BRD_Enemy, and see if the names are intuitive enough.

 

 

Actually, this one had a bug related to Achlool.
, will replace the patched version here too 

1.0341 should be good now.  (instead of the old 1.340)
 

MSMA_Act1_[In_Development]_1_0341.zip

Edited by MSM_Alice
Posted (edited)

Given the number of systems and mechanics, I was thinking about how to better explain them, as the help pages in the MCM seem rather unused. 
Was thinking of creating some flavor loading screens that explain a bit the less-understood core systems, or at least raise awareness of them.

If you were to pick the top three tips and tricks that you wish someone would have spelled out to you, out of the gate, what would those be?

Edited by MSM_Alice

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...