MSM_Alice Posted January 27 Author Posted January 27 (edited) Sturges is suddenly silent for me. ( not even his vanilla voices work) Anything like that happening to anyone else? Mama murphy too on this particular playthough. I am thinking maybe it is linked to the new social comment system that needs a certain voice type. But their aliases are cleared after. And this was the same system used in the prostitution dialogue, and Sturge's voice always came back after (even during the act, he was using his voice when the alias was populated). Hmmm.... Edited January 27 by MSM_Alice
MSM_Alice Posted January 27 Author Posted January 27 The new social comment system might cause, in some edge cases, some unique NPCs to lose their audible voice if you enable the social comment system to use just any NPC, not just non-unique ones. Unclear if prostitution voice chance does it too, or the social comment system does it, or a combination of the two. Will investigate some more, but for now, consider it safest to not enable Comment for unique NPC and to not pull unique NPC in prostitution scenarios. Pushed a small update to clear some more traces in this, but the issue itself will need more investigation. I did a new game (non-upgrade) and couldn't get the issue to occur again. But needs more investigation, but I hink it is linked to their altered voice type resetting most of the time, but once in a blue moon not resetting to their original voice when the alias is cleared. I think it might be linked to a case when they are populated in two aliases that comment at the same time or something along those lines. For sure it has some copnnection o what @JemappelleRedacted was experiencing with the talking Dogmeat, but I don't have a clear idea how the domino pieces are falling
grantupton Posted January 27 Posted January 27 5 hours ago, MSM_Alice said: Thank you. There's a 1.0362 on the main page. Aggregated changelog and official main page update (🙂 had to push the update as there were some older bugs that I found specific to Act1, introduced when i achanged some aspects about time management a few versions back, that had to be fixed ) 1.0362 - Mid-playthrough upgrade is, in theory, okay (but you might see some loading screens that think you are doing some things for the very first time). First crop of conditional loadscreens that aim to tutorialize various aspects of the game. Added MCM Page with settings related to the Loadscreens Added conditional loadscreens to Advise the player to set and use the implant hotkey and Sexfight hotkey ( this is the only loadscreen that may appear before the mod is started at the exit from the vault). It should no longer appear after the implant hotkey and sexfight hotkey have been used at least once. Advise theplayer what to do when stretching is detected. Advise the player about alcohol Advise the player about the danger of supermutants (only until a few encounters with supermutants have been had) Advise the player about the danger of ignoring cravings ( only if active cravings are on) Advise the player to comb their hair if uncombed Advise the player to fix makeup if bad looking Advise the player to take a bath if dirty Advise the player not leave jizz on skin for too long Advise the player on how to make caps if low on caps ( only when low on caps, but will stop showing after engaging in prostitution 3+ times) Advise the player on the advantages of store credit when dealing with shopkeepers ( when low on caps and if the prostitution act count is below 20 ) Advise the player about the Nyphomania spiral Advise the player about the depraved Tattoos Advise the player about the Ability to kill via sexfight Advise the player about Dildofriends Advise the player about too heavy Belly Advise the player about too heavy Chest Advise the player about choosing a sex mantra( sexfight enemy "targeting" rule) Some load screens (not all) have three different supporting illustrations. Which one you get depends on the settings you set in the Loading Screen MCM. On upgrade, there will be a prompt that asks for your preference. A minimum spiciness one, A medium spiciness one, and A max spiciness one (depraved one) Time based belly deflation now takes into account TimeScale and compensates for it having other values than the standard 20, to maintain deflation speed consistent with the real-life time goal. (before people who were using a lower, more realistic timescale on survival mode had to wait forever for deflation to happen, and had to alter deflation speeds via the console. shouldn't be needed anymore) Fixed an older bug related to some unlinked script properties related to the passage of time in two scripts (surprised it didn't generate more issues) ... there are quite a few changes, if things get dicey, the previous 1.0321 is still on the thread in the last few post pages. But hopefully no one has to dig for it... If you are testing the load screens, it might be worth boosting their probability ( over the vanilla ones) for a while, in the MCM settings for LoadingScreens. - boost the chance 80% the important ones ( from the default 50%) - maybe boost to 50% the less important ones( up from default 5%) v0362 upgrade from v0361 is all fine on Fallout v1.11.191. One other fix I "accidentally" sumbled across was in regard to Commonwealth Moisteriser + CWSS interaction where the CUM overlays were not being removed after using the shower. This now seems to be resolved after applying the patch (below) ... not sure if you want to reference this in the Mod list on the main page. 1
MSM_Alice Posted January 27 Author Posted January 27 (edited) I have here a more experimental 1.0370 where I changed all the isntances on how i do NPC voice overrides. They are no longer done with aliases with a forced voicetype and "saycustom" , but with the papyrus command for voice type override instead and scenes. In theory should avoid the edge case that made Sturges and others lose their voice ( now, even if included in the comment system, there shouldn't be any way for the temp voice to hang on) Upgrade might work (I do my best to reset and restart the affected quests), but on this one i'm going to recommend a new playthrough because I don't know how much it holds on to old stuff. @JemappelleRedacted might have had something to do with your follower and the human-talking Dogmeat, too Edit: Latest Act1 download is now on the main page. Edited January 29 by MSM_Alice
MSM_Alice Posted January 27 Author Posted January 27 On 1/25/2026 at 4:35 AM, Riot445 said: No I haven't. I remapped the keybind to the z key because my keyboard does not have the page up key I looked into this and could not find any issue. Question: When you switched to the manual set hotkeys instead of defaults, did you press the button above too so that they are actually taken into account? I think you simply forgot to press that "Use Marina Manial Hotkeys" button, so you were still on the hard-mapped defaults.
MSM_Alice Posted January 27 Author Posted January 27 (edited) 2 hours ago, MSM_Alice said: I have here a more experimental 1.0370 where I changed all the isntances on how i do NPC voice overrides. They are no longer done with aliases with a forced voicetype and "saycustom" , but with the papyrus command for voice type override instead and scenes. In theory should avoid the edge case that made Sturges and others lose their voice ( now, even if included in the comment system, there shouldn't be any way for the temp voice to hang on) Upgrade might work (I do my best to reset and restart the affected quests), but on this one i'm going to recommend a new playthrough because I don't know how much it holds on to old stuff. @JemappelleRedacted might have had something to do with your follower and the human-talking Dogmeat, too MSMA_Act1_[In_Development]_1_0370.zip 220.41 MB · 1 download I'm actually super puzzled. Even though I changed the force voice system, there are still some random NPC who lose their voice occasionally, but then it comes back after a few minutes.. I think it might be because of working with too many loose files, might need to start packing them. Or maybe I need to do script profiling. Edited January 27 by MSM_Alice
LatencyRemix Posted January 28 Posted January 28 Hey there :), i tried out the added music pack, there's a lot more music which is cool, Maybe if it is possible and not too much work adding them to a bimbo radio station maybe? Heh queen randomly turns the radio on when your sneaking and makes you get cauught sounds funny A small thing i noticed, not sure if its a bug or not. The bimbo walk animation swap when Nuka Ride is in, i tried it with the nuka ride esp_ and manualy selected the option for it, but it didnt allway's stick, some times it changed for a while, then normal. Works fine when you have the esp active normaly though, and probably not many would do it. And maybe possibly a small suggestion, adding nipple size slider for the nipple aroused setting? I didnt realy notice any change when the messages appear for it, or it could be interfeering with nuka rides nipple options perhaps? Though i set that silder to 10 and didnt notice much change either. The loading screen i seen so far is cool, 1
krighaur Posted January 28 Posted January 28 loadscreen don't work on existing game upgraded to 1.0362 and 1.0370 Not a big deal, just wanted to inform you 1
MSM_Alice Posted January 28 Author Posted January 28 (edited) 52 minutes ago, krighaur said: loadscreen don't work on existing game upgraded to 1.0362 and 1.0370 Not a big deal, just wanted to inform you Hmm.. that is strange on 1.0370 as I only tweaked the forced voice system there.. But 1.0362 should be full of options in terms of loading screens. Do you have them on in the mcm, and do they work on a new game ( just that on upgrade they do not?). Make sure you up the chances, as by default they don't have a big chance. They are not " unconditioned". All display when something relevent happens with the player stats, inventory, position or situation. Maybe I should put a few unconditioned ones too, that show when you load in from the main menu. For instance, the one mentioning the sexfight mantra only shows if you never chose a custom mantra. Once you have chosen a custom mantre, it won't bug you in that playthrough ever again. Same for using the dildo friends. If you have used them, you don't need further reminding. If you have thousands of caps in your inventory, it won't remind you of prostitution; only if you are poor it will. That 15% for unimportant advice screens probably needs to be a 55%, and that 50% for important ones, upped to a 95% during testing. I am also having second thoughts about them having super spicy supporting illustrations. I think I will dial down a notch. or 10. Edited January 28 by MSM_Alice
MSM_Alice Posted January 28 Author Posted January 28 (edited) 2 hours ago, LatencyRemix said: Hey there :), i tried out the added music pack, there's a lot more music which is cool, Maybe if it is possible and not too much work adding them to a bimbo radio station maybe? Heh queen randomly turns the radio on when your sneaking and makes you get cauught sounds funny A small thing i noticed, not sure if its a bug or not. The bimbo walk animation swap when Nuka Ride is in, i tried it with the nuka ride esp_ and manualy selected the option for it, but it didnt allway's stick, some times it changed for a while, then normal. Works fine when you have the esp active normaly though, and probably not many would do it. And maybe possibly a small suggestion, adding nipple size slider for the nipple aroused setting? I didnt realy notice any change when the messages appear for it, or it could be interfeering with nuka rides nipple options perhaps? Though i set that silder to 10 and didnt notice much change either. The loading screen i seen so far is cool, I have no clue how to do radio stations Will think about it and see if there are learning resources on it. Edited January 28 by MSM_Alice
krighaur Posted January 28 Posted January 28 1 hour ago, MSM_Alice said: Hmm.. that is strange on 1.0370 as I only tweaked the forced voice system there.. But 1.0362 should be full of options in terms of loading screens. Do you have them on in the mcm, and do they work on a new game ( just that on upgrade they do not?). Make sure you up the chances, as by default they don't have a big chance. They are not " unconditioned". All display when something relevent happens with the player stats, inventory, position or situation. Maybe I should put a few unconditioned ones too, that show when you load in from the main menu. For instance, the one mentioning the sexfight mantra only shows if you never chose a custom mantra. Once you have chosen a custom mantre, it won't bug you in that playthrough ever again. Same for using the dildo friends. If you have used them, you don't need further reminding. If you have thousands of caps in your inventory, it won't remind you of prostitution; only if you are poor it will. That 15% for unimportant advice screens probably needs to be a 55%, and that 50% for important ones, upped to a 95% during testing. I am also having second thoughts about them having super spicy supporting illustrations. I think I will dial down a notch. or 10. I have the options in the MCM, as recommended, I have increased the chances (50 and 80%). When I load a save I have some loadscreens from vanilla or mods until I have a load screen without picture, and after that all load screen are without picture. It's a save that begun with 1.0275 and was upgraded to 1.0291, 1.0300, 1.0321, 1.0343,1,0350, 1.0360, 1.0361 and finally 1.0370 (resuming the different version used I see that I skipped 1.0362)
MSM_Alice Posted January 28 Author Posted January 28 (edited) 13 minutes ago, krighaur said: I have the options in the MCM, as recommended, I have increased the chances (50 and 80%). When I load a save I have some loadscreens from vanilla or mods until I have a load screen without picture, and after that all load screen are without picture. It's a save that begun with 1.0275 and was upgraded to 1.0291, 1.0300, 1.0321, 1.0343,1,0350, 1.0360, 1.0361 and finally 1.0370 (resuming the different version used I see that I skipped 1.0362) Thank you. I do not have any insight into what could cause that. I am imagining one of the condition ones returns true but cannot find the needed model? The problem is that at least the text and the green background should be there, even if it is having trouble loading in the flavour 3D model. Does anyone else have this issue? Can you provide a papyrus log? Maybe it says something. Aside from loading in a save game if the contents are not already cached, Fallout has some conditions when it displays a loading screen; in most cases, it does a black screen on outdoor loads. There are some conditions when you fast-travel or load in an interior cell, when a load screen is displayed. What do you see when you return to the main menu? Anything there? Edited January 28 by MSM_Alice
MSM_Alice Posted January 28 Author Posted January 28 (edited) 47 minutes ago, krighaur said: I have the options in the MCM, as recommended, I have increased the chances (50 and 80%). When I load a save I have some loadscreens from vanilla or mods until I have a load screen without picture, and after that all load screen are without picture. It's a save that begun with 1.0275 and was upgraded to 1.0291, 1.0300, 1.0321, 1.0343,1,0350, 1.0360, 1.0361 and finally 1.0370 (resuming the different version used I see that I skipped 1.0362) Here's how I test loading screens: I have a bimbo savegame . Ifast travel to a few very distant places : Sanctuary, Diamond City and Goodneighbor or Buker Hill, or even Boston Commons. I make a save in each of these locations. Then I load these saves and cycle through the locations so that the location is not cached. ( without exiting to the main menu, directly load the game from the in-game menu) The engine will display visible load screens in these conditions. If there are no qualifying conditions for custom MSMA loadscreens, you will see the standard load screens If there are qualifying conditions for the custom MSMA loadscreens, and the chance is high enough, then you should see the custom load screens If you simply are ingame and moved to a cached location or from an outdoor location to another outdoor location, or you are moved with the "moveto" command, there will never be a visible loading screen. I asked ChatGPT and it tells me that is the art assets are missing, the loading screen will alsol show as black screen. Delete the DDS → black screen Corrupt the BGSM → black screen Break the NIF texture paths → black screen Remove the NIF entirely → black screen Use a valid NIF with missing normal map → black screen Maybe it is a problem of " too many loose files" and they need to be bundled in a Ba2 ? Edited January 28 by MSM_Alice
MSM_Alice Posted January 28 Author Posted January 28 (edited) ChatGPT has a lot of thoughts on loose files in FO4 @krighaur I think it is time I started packing things Why loose files sometimes fail to load or appear “corrupted” Fallout 4’s asset loader has two parallel systems: Archive loader → BA2 files Loose file loader → raw files in Data\ Loose files override BA2s, but the loose‑file loader is less robust and has several failure modes. Below are the real engine behaviors that cause trouble. 🧨 1. Loose files load later in the pipeline BA2 archives are indexed and memory‑mapped at startup. Loose files are loaded on demand, and the engine sometimes: fails to detect them in time loads them after the UI has already initialized skips them if the file system is slow or fragmented times out during loading screen initialization This is especially noticeable with: Interface/ assets Loading screen art Materials (BGSM/BGEM) Meshes that reference many textures If a loading screen tries to load a loose texture and the engine doesn’t fetch it fast enough, the entire loading screen entry is marked invalid, and you get a black screen. 🧨 2. Loose files bypass the archive validation system BA2 archives include: file size metadata CRC checks predictable load order prebuilt directory tables Loose files have none of this. If a loose file: has a wrong header has a wrong DDS format has a malformed BGSM has a bad NIF chunk has a Unicode character in the path is saved with the wrong compression …the engine may treat it as corrupted, even though the same file inside a BA2 would load fine. This is why some modders say “it only works when packed.” 🧨 3. Loose files are sensitive to Windows path issues The engine is old and expects: ASCII paths short filenames no special characters no long paths (>260 chars) Loose files in: Data\Textures\MyMod\SomeLongFolderName\AnotherFolder\AnotherFolder\... can fail to load simply because the path exceeds the engine’s internal buffer. BA2 archives avoid this entirely because the engine reads a compact internal index. 🧨 4. Loose files can lose load‑order priority Loose files should override BA2s, but in practice: some UI assets some materials some loading screen assets …are loaded before the loose‑file override system is active. This means the engine may: load the BA2 version ignore the loose version or treat the loose version as “missing” This is especially common with: Interface/LoadingMenu.swf Interface/ fonts Textures/Interface/ assets 🧨 5. Loose files are more vulnerable to race conditions Fallout 4’s loading screen system is extremely timing‑sensitive. If the engine tries to load: a loose DDS a loose BGSM a loose NIF …and the file is not ready within a few milliseconds, the engine aborts the loading screen and falls back to black. BA2 files load instantly because they’re memory‑mapped. Loose files depend on: disk speed fragmentation antivirus scanning Windows caching mod manager virtual file systems This is why some users see black screens while others don’t. 🧨 6. Mod managers can break loose file loading Vortex, MO2, and others use virtualized file systems. Sometimes the engine: fails to resolve the virtual path loads the wrong version loads an older cached version or fails to load the file entirely BA2 archives bypass this because they are real, physical files. 🧩 So, can loose files be “corrupted” even if they’re fine? Yes — the engine can treat perfectly valid loose files as corrupted or missing due to: timing path length load order race conditions virtual file systems missing metadata slow disk access Packing them into a BA2 often fixes these issues because: BA2s load earlier BA2s load faster BA2s have metadata BA2s bypass virtual file systems BA2s avoid path‑length issues BA2s are indexed and validated This is why many modders say: “It only works when I pack it.” They’re not imagining it — the engine really does behave differently. Edited January 28 by MSM_Alice 1
grantupton Posted January 28 Posted January 28 4 hours ago, MSM_Alice said: I have no clue how to do radio stations Will think about it and see if there are learning resources on it. Not saying that you could/should have more homework to do ... but I found this tutorial that might be of use "Tutorial - Creating Your Own Radio Station" => https://www.nexusmods.com/fallout4/mods/12996
MSM_Alice Posted January 28 Author Posted January 28 (edited) Here is a version with minimal loose files ( most of them are in BA2 archives now) The separate music zip is still needed. Let me know if it works okay for you. @krighaur Edit: deleted this one, see new packed version a few posts down. https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/110/#findComment-7227490 Edited January 28 by MSM_Alice
judge007 Posted January 28 Posted January 28 2 hours ago, MSM_Alice said: ChatGPT has a lot of thoughts on loose files in FO4 @krighaur I think it is time I started packing things Why loose files sometimes fail to load or appear “corrupted” Fallout 4’s asset loader has two parallel systems: Archive loader → BA2 files Loose file loader → raw files in Data\ Loose files override BA2s, but the loose‑file loader is less robust and has several failure modes. Below are the real engine behaviors that cause trouble. 🧨 1. Loose files load later in the pipeline BA2 archives are indexed and memory‑mapped at startup. Loose files are loaded on demand, and the engine sometimes: fails to detect them in time loads them after the UI has already initialized skips them if the file system is slow or fragmented times out during loading screen initialization This is especially noticeable with: Interface/ assets Loading screen art Materials (BGSM/BGEM) Meshes that reference many textures If a loading screen tries to load a loose texture and the engine doesn’t fetch it fast enough, the entire loading screen entry is marked invalid, and you get a black screen. 🧨 2. Loose files bypass the archive validation system BA2 archives include: file size metadata CRC checks predictable load order prebuilt directory tables Loose files have none of this. If a loose file: has a wrong header has a wrong DDS format has a malformed BGSM has a bad NIF chunk has a Unicode character in the path is saved with the wrong compression …the engine may treat it as corrupted, even though the same file inside a BA2 would load fine. This is why some modders say “it only works when packed.” 🧨 3. Loose files are sensitive to Windows path issues The engine is old and expects: ASCII paths short filenames no special characters no long paths (>260 chars) Loose files in: Data\Textures\MyMod\SomeLongFolderName\AnotherFolder\AnotherFolder\... can fail to load simply because the path exceeds the engine’s internal buffer. BA2 archives avoid this entirely because the engine reads a compact internal index. 🧨 4. Loose files can lose load‑order priority Loose files should override BA2s, but in practice: some UI assets some materials some loading screen assets …are loaded before the loose‑file override system is active. This means the engine may: load the BA2 version ignore the loose version or treat the loose version as “missing” This is especially common with: Interface/LoadingMenu.swf Interface/ fonts Textures/Interface/ assets 🧨 5. Loose files are more vulnerable to race conditions Fallout 4’s loading screen system is extremely timing‑sensitive. If the engine tries to load: a loose DDS a loose BGSM a loose NIF …and the file is not ready within a few milliseconds, the engine aborts the loading screen and falls back to black. BA2 files load instantly because they’re memory‑mapped. Loose files depend on: disk speed fragmentation antivirus scanning Windows caching mod manager virtual file systems This is why some users see black screens while others don’t. 🧨 6. Mod managers can break loose file loading Vortex, MO2, and others use virtualized file systems. Sometimes the engine: fails to resolve the virtual path loads the wrong version loads an older cached version or fails to load the file entirely BA2 archives bypass this because they are real, physical files. 🧩 So, can loose files be “corrupted” even if they’re fine? Yes — the engine can treat perfectly valid loose files as corrupted or missing due to: timing path length load order race conditions virtual file systems missing metadata slow disk access Packing them into a BA2 often fixes these issues because: BA2s load earlier BA2s load faster BA2s have metadata BA2s bypass virtual file systems BA2s avoid path‑length issues BA2s are indexed and validated This is why many modders say: “It only works when I pack it.” They’re not imagining it — the engine really does behave differently. I have been archiving your mod for a long time. Just so you know, you don't actually need to break them up in "main", "textures", "voice" archives, the engine doesn't actually require it. Everything, including the 200 music files, but excluding the Hud is in one archive.
MSM_Alice Posted January 28 Author Posted January 28 (edited) 12 minutes ago, judge007 said: I have been archiving your mod for a long time. Just so you know, you don't actually need to break them up in "main", "textures", "voice" archives, the engine doesn't actually require it. Everything, including the 200 music files, but excluding the Hud is in one archive. Thank you! I will do it as two separate archive files, though, textures and everything else as there is that setting in Archive2.exe that packs differently textures and the other filetypes, I think there's some speed advantage or something. So only AAF and MCM ( from what i have in my mod) need to stay out? Now on this iteration, I also left the scripts out too as loose files. Will keep that in mind for the future. Edited January 28 by MSM_Alice
MSM_Alice Posted January 28 Author Posted January 28 Hmm on the packed mod. ones i am not hearing QOH and the QOH player lines. I wonder why, as the files are there. The prostitution lines can be heared ( from the player and the customer) . Maybe they have the wrong audio encoding for Ba2 packaging ?
MSM_Alice Posted January 28 Author Posted January 28 Apaprently XWM files can;t be correctly packaged, only fuz file can?
MSM_Alice Posted January 28 Author Posted January 28 (edited) Corrected the packed version ( with less loose files, but still some loose files ) . And yes the XWMs are for now both in the ba2, and outside, for good measure, that's why it is larger. Edit. Deleted again , see download below. Edited January 28 by MSM_Alice
MSM_Alice Posted January 28 Author Posted January 28 (edited) The above wasn't perfect either, wav files also don't compress right in the ba2 by Archive2.exe, so the SFX weren't playing either. Music either, even though it is the right format (probabl needs to be a different bitrate to work for BA2?). Here is a rebuild that only archives in BA2 files this that for sure work: - BGSM (materials) and - DDS textures, - Fuz files - SWF files - nif files Leaves the rest as loose files. Hopefully third time's the charm. See the download below. Edited January 28 by MSM_Alice
MSM_Alice Posted January 28 Author Posted January 28 (edited) And I also found why some NPC were losing their voice ( and were regaining it after a while), fixed it. Made me so happy, as that bug was driving me NUTS. It had nothing to do with loose file/packed files, but rather I had forgotten in a quest two aliases with forced voicetypes, that didn't need them anymore. Corrected now (if you update the mod, any NPC that lost their voice, they should regain it either immediately or the next time the player has sex in a public spot). (the quest that was setting those aliases was the player-public-sex spectator quest) Edit: Latest Act1 download is now on the main page. Edited January 29 by MSM_Alice 1
JemappelleRedacted Posted January 29 Posted January 29 4 hours ago, MSM_Alice said: Made me so happy, as that bug was driving me NUTS Quick mention: Nate's tape had no voice in this version, haven't gotten far enough for a follower swap yet but will keep you updated. 1
MSM_Alice Posted January 29 Author Posted January 29 (edited) 1 hour ago, JemappelleRedacted said: Quick mention: Nate's tape had no voice in this version, haven't gotten far enough for a follower swap yet but will keep you updated. Thank you! Oh snap yes I forgot about them, they were in a different folder . I should leave them out of the archive for them to work. They are fuz but apparently they should be loose files as they need to override the equivalent named files from the base game. Aside from that, everything looking normal? Edited January 29 by MSM_Alice
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