JemappelleRedacted Posted January 29 Posted January 29 28 minutes ago, MSM_Alice said: Aside from that, everything looking normal? Oh good, this reply didn't post, It'd make me a liar 😔 PC voice vanished after a limbo correctional, have a log...potentially related, UAPe seems to have converted all (so far encountered) correctional anims to user controlled tree rather than autostage. Yeah, you can rush the anim to minimise the damage, but you can also stall out and miss sections, and the fade to black isn't quite as elegantly tied to the anim end. Papyrus.0.log 1
MSM_Alice Posted January 29 Author Posted January 29 (edited) 1 hour ago, JemappelleRedacted said: Oh good, this reply didn't post, It'd make me a liar 😔 PC voice vanished after a limbo correctional, have a log...potentially related, UAPe seems to have converted all (so far encountered) correctional anims to user controlled tree rather than autostage. Yeah, you can rush the anim to minimise the damage, but you can also stall out and miss sections, and the fade to black isn't quite as elegantly tied to the anim end. Papyrus.0.log 1.69 MB · 0 downloads Thank you. PC voice vanishing...In what context is that detectable/replicable? There are the fuz files with lip motion when the player is talking out loud (usually nested in BA2 archives), and there are the XWM audio files with a bit of voice echo when talking "in your head" with QOH (usually loose files). Which of them wasn't working? I re-tested just now, after a trip to BL, I can't get it to occur., nothing odd related to sound in the papyrus file. Does it still happen with the latest Act1 version, from the main page? (the one with the fixed audio from the Hi Honey! holotape? Edited January 29 by MSM_Alice
JemappelleRedacted Posted January 29 Posted January 29 1 hour ago, MSM_Alice said: Does it still happen with the latest Act1 version, from the main page Didn't notice you'd updated, so previous version. Both during the BL-1 level up and all normal conversations she's been silent. Don't know about replication, but context was: in Limbo, started as (IIRC) a single stage Leito Sofa anim, adjusted trying to get an autostaged one but went with a manual tree one, rushed to the end and waited for the fade out. Can't recall if it was talking to the giants on the way out or after being immediately sent back that the voice was missing. I just kept playing, but will roll back and see if it happens again next session after an update..
MSM_Alice Posted January 29 Author Posted January 29 (edited) 10 minutes ago, JemappelleRedacted said: Didn't notice you'd updated, so previous version. Both during the BL-1 level up and all normal conversations she's been silent. Don't know about replication, but context was: in Limbo, started as (IIRC) a single stage Leito Sofa anim, adjusted trying to get an autostaged one but went with a manual tree one, rushed to the end and waited for the fade out. Can't recall if it was talking to the giants on the way out or after being immediately sent back that the voice was missing. I just kept playing, but will roll back and see if it happens again next session after an update.. If, on the same mod version, you notice that it worked before but did not work after, it is not caused by the file management/archive packing situation, as that remains the same while you have the same mod version installed. It does not change between iterations. If it is something in the game that changes that state dynamically (works for a while, then stops working), it *must* be caused by something else. I'll continue looking for aliases with forced voices to see if any slipped by, but as far as I know, I have nothing like that for the player. Edited January 29 by MSM_Alice
MSM_Alice Posted January 29 Author Posted January 29 (edited) Going back to the current plan, to keep my thoughts organised, and not get distracted by "side quests": Before setting up Mister SJ's base and starting the "story on track" part of things, there were four big procedural aspects that mess with the mood that need to be handled. 1 Lack of social awareness/social interaction on the player's bimbo status in various settlements. The player is wearing some ridiculous clothing, doing some ridiculous things, and most settlers seem rather indifferent to it all, which, for me, is a big no. What would need to be there Settles / residents of settlements should react to things like general appearance (or public sex, can't stay indifferent to that). Passersby should, based on the player's general aspect, say something Level 0 Interaction: Done , but perhaps some more content is need, maybe more polish on audio generation. Level 1 Interaction: Not Done - some sexual play catcall. (player can choose if they react or ignore) Level 2 Interaction: Not Done : direct approaching and harassing, demanding bimbo or prostitution services. The player needs to react; they cannot move on without an answer. Player reactions will be offered from a pool (enthusiastic yes; reluctant yes, reluctant no, definitive ( sarcastic) no) based on player stats: cravings situation, bimbo level, looks score, sex attributes a low-level bimbo and no-cravings player will be able to both accept or turn down the bids for attention at their discretion, unlike a player with challenging stats ( SA slut, high arousal, high bimbo level) The higher level bimbos they are and the more cravings they have, and the more debaoucheros behaviour they have engaged in, these options might be overridden by QOH, the player might end up saying, yes, much to their own surprise. During these interactions, an increased level of debauchery/depraved behaviour might be prompted to the player, and based on player stats and sexfight wins or not, the player might be able to say yes or no to that escalation. Not Done More convos from Marina on this Not Done More quips from QoH on this Not Done The player's own generic vanilla dialogue lines, random dialogue interaction should feel moe bimbofied at higher bimbo levels. Not Done Sex spectators' lines and QOH lines during sex should not overlap each other /should have some form of reciprocal awareness. 2. Social interactions DURING infiltration, Level 0 (popup menu-based) Done the infiltrated enemies don't have a more active role, making demands of the player for them to be allowed in the base. While not as complex as the social interactions in cities, the infiltrated faction should have a chance of making some extra demands on the player if the player idles near them., or if they notice something strange, like the player being armed. Need to migrate them to more spoken, natural-sounding interactions. Need to test edge cases and filter out the regular social system activation by error during Violate peace bubble. 3. Not Done De Bimbo School on location, with characters and its corruption systems ( detailed in some previous post) 4. Not Done Charm prostitution Update Charm prostitution with women, too. The plan here is to have that be surprisingly wholesome, never done in public, never in a seedy basement, always in a nice homey location with a clean bed, flowers on the table, and a lovely conversation afterwards. More charm /prostitution locations (maybe optional support for the Pervert MOD and using its location-dependentcells if installed) More filters to avoid random conversations in prostitution locations. interplay with specialist classes, particularly not a bimbo/airhead bimbo. Not a bimbo should be more reluctant to engage in pay for play. Max level bimbo-in-denial should flat out refuse, and also not engage in sexual charms or sexual play (only non sex interactions). Airhead bimbo should be more reluctant to charge money for services. Max airhead should just refuse to take any money from prostitution. Technical: Change player travel system done by scripts instead of a .moveto command, should use the fast travel system instead, if possible. This creates more opportunities for loading screens to show ( moveto is mostly done under a black screen). Edited January 29 by MSM_Alice
krighaur Posted January 29 Posted January 29 With 1.073BA2, and still my old save, I have seen one of your loadscreen ..... thanks for the work And lot of things planned, I like them ! 2
MSM_Alice Posted January 29 Author Posted January 29 (edited) 25 minutes ago, krighaur said: With 1.073BA2, and still my old save, I have seen one of your loadscreen ..... thanks for the work And lot of things planned, I like them ! Thank you for confirming. Have you experienced any instance of the player's voice disappearing after bimbo limbo or anything along those lines? I'm going to probablyalso add a crop of generic non-conidtined loading screens. Edited January 29 by MSM_Alice
krighaur Posted January 29 Posted January 29 I didn't notice anything about voices. For your information in a previous game I started as a CS slave, finished bimbo 6 after winning the true ending of CS. Now I play with a start at "breeding pit" from human kindness. When I got free I was bimbo 6. Game proceed normally now. So, I think your mod works with these two mods without problems, once you accept to have little control on your bimbo levelling. 1
Moacir Jr Posted January 29 Posted January 29 Please, i had installed the mod, and i imagine all ok, but show a long message, and i cant click buttons.. I have tryied space, return and etc... 1
Heinzelman Posted January 29 Posted January 29 6 minutes ago, Moacir Jr said: Please, i had installed the mod, and i imagine all ok, but show a long message, and i cant click buttons.. I have tryied space, return and etc... You need to install this mod: https://www.nexusmods.com/fallout4/mods/48958?tab=files 1
Moacir Jr Posted January 29 Posted January 29 46 minutes ago, Heinzelman said: You need to install this mod: https://www.nexusmods.com/fallout4/mods/48958?tab=files Worked like a charm... thaks 1
JB. Posted January 29 Posted January 29 (edited) I was reading your plan for NPC reactions. My suggestion is to think more about idles, sounds like whistles, or even notifications. Because even if you write two or three cat calls, that ends up into more than 45 voice types, and that's a conservative estimate. Voices for BostonMale, RoughMale, GhoulMale, GhoulFemale, etc. I have a prostitution system in Slaver and it took me a while to create all the voices for the dialogues, at least for the most common voice types. And if for some reason I want to add one or two more dialogues... I'll have to redo them for all the voice types. Edit: Oh, I see you already considered that. Overriding the voices is a good solution, but as you say, it kind of gets on your nerves that everyone has the same voice. When I first started installing mods, it was normal for them to come without voices and I played them like that, so for me, dialogues without voices have their charm, but I understand that it's not to everyone's taste. Edited January 29 by JB. 2
chyoashaun Posted January 29 Posted January 29 Just curious, what AAF scene are you trying to do for wedge when getting supplies for the generator / beacon? I had been working fine for a while, restarted the game, and did update a few versions (not all the way to your latest, but 2 version old, Jan 17th I believed) but have not updated any animations besides Nuka Ride in quite a while, and now whenever trying to enter the scene in AAF it crashes, which has me believing either I somehow lost the animation for that one, or had something get corrupt that I need to reinstall.
MSM_Alice Posted January 29 Author Posted January 29 6 minutes ago, chyoashaun said: Just curious, what AAF scene are you trying to do for wedge when getting supplies for the generator / beacon? I had been working fine for a while, restarted the game, and did update a few versions (not all the way to your latest, but 2 version old, Jan 17th I believed) but have not updated any animations besides Nuka Ride in quite a while, and now whenever trying to enter the scene in AAF it crashes, which has me believing either I somehow lost the animation for that one, or had something get corrupt that I need to reinstall. It is not a specific one by name; I am just providing a few tags and letting AAF pick.
MSM_Alice Posted January 29 Author Posted January 29 4 hours ago, Moacir Jr said: Worked like a charm... thaks Glad to hear it!. It is indeed one of the must-haves listed on the main page. Thank you @Heinzelman for stepping in @Moacir Jr How could I word this , so that it is understood better that it is really best to install them to see that the text fit on screen?
MSM_Alice Posted January 29 Author Posted January 29 (edited) 2 hours ago, JB. said: I was reading your plan for NPC reactions. My suggestion is to think more about idles, sounds like whistles, or even notifications. Because even if you write two or three cat calls, that ends up into more than 45 voice types, and that's a conservative estimate. Voices for BostonMale, RoughMale, GhoulMale, GhoulFemale, etc. I have a prostitution system in Slaver and it took me a while to create all the voices for the dialogues, at least for the most common voice types. And if for some reason I want to add one or two more dialogues... I'll have to redo them for all the voice types. Edit: Oh, I see you already considered that. Overriding the voices is a good solution, but as you say, it kind of gets on your nerves that everyone has the same voice. When I first started installing mods, it was normal for them to come without voices and I played them like that, so for me, dialogues without voices have their charm, but I understand that it's not to everyone's taste. Thank you. Yes, generating for most voice types seems like something I would only do if I were doing this modding full-time, not as a hobby. The plan is to build the experience at first on 3 voicetypes, and use overrides - MaleEvenToned, - FemaleEvenToned, - and maybe some Supermutant for some edge cases (infiltration in supermutant bases) And use VoiceTypeOverride as needed, and I build up the entire experience on these alone. After the experience feels robust enough, I would regenerate for maybe two to four more voicetypes (Ghoul Male and Ghoul Female for sure, and maybe one more male and one more female), but that's probably pretty much it. I think that plus leaving the setting on in MSMA MCM to pull in generic NPC only ( not uniques, where it is most jarring) could be passable. I could test with exporting the entire XLS, and just feed that into the generator and let it crunch see what it comes up with for more voicetypes if I ever gett bored, but that needs to be done at the tail end when I feel the universe of quips/replies offers a robust enough experience. . Edited January 29 by MSM_Alice 1
MSM_Alice Posted January 29 Author Posted January 29 (edited) New test version 🙂 provided both as loose files, and with textures/materials packed in ba2'sfor convenience) They should be identical; use whichever one you prefer Upgrade mid-playthrough is okay. Changes - Added an option for the script to use fast travel instead of .moveto() commands, when moving the player around (this has more chances to create a loading screen, fewer chances for oddities - it will cause more in-game time to pass though when travelling - not necessarily a bad thing) - Added a system (settable in MCM) that prevents any inbound greet dialogues from passerby npc in delicate moments (not the MSMA situation-approapriate comments or QOH lines, those remain, but the kind of vanilla lines that would seem out of place to say to someone in an AAF scene or would try to open a dialogue with a selector that, when selected, would cause a crash) . - all the MSMA AAF scene management operations are now triggered by OnSceneInit and ended by OnSceneEnd events, not by OnAnimationStart and OnAnimationStop events as it was up until now. This should offer some improvements on the "lag" time at the start and end of aaf events. IT is an important architectural change, so not putting it directly on the main page, just in case something unexpected pops up. - added MCM debug button to remove any voice override from any NPC under crosshairs (hopefully will never be needed) - Added a MCM debug option to force remove the mid-aaf dialogue blocker (hopefully will never be needed) Edit deleted the uploads The paragraph in red describes what was all wrong and was breaking everything. Edited January 30 by MSM_Alice 1
JemappelleRedacted Posted January 29 Posted January 29 12 hours ago, MSM_Alice said: Have you experienced any instance of the player's voice disappearing after bimbo limbo or anything along those lines? Not eminently repeatable, and it IS a random base game issue so I'm going to call it NfFO4 and bad timing, not an MSMA issue. 12 hours ago, MSM_Alice said: I'm going to probablyalso add a crop of generic non-conidtined loading screens 2 random, pre-coffee thoughts: had 4 or so tip screens proc so far (increased chances and still a bit rare than expected), it'd be a shame to relegate these pics to just load and magazines, maybe tweak them a bit so they're almost ww2 propaganda poster style and make them workshop posters? Same picture, slightly shorter, more bombastic tone of tip underneath (something like "Your Queen needs YOU! (to set your hotkeys!)" and "Beware! Mutants hunt bimbos like YOU (to break and keep as slaves!) You don't want that, do you?"), which could also be used to decorate the Proper Girl's Academy when you get around to it. Other thought (because screw having to listen to the news or swap between youtube and MSMA music), now that we're talking to QoH maybe you could put in another conversation topic to ask QoH for some music to sing along to, then choosing a craving theme (and maybe tone in case we miss the early BL versions?) and getting a random track of that type. 2 hours ago, JB. said: When I first started installing mods, it was normal for them to come without voices and I played them like that, so for me, dialogues without voices have their charm, but I understand that it's not to everyone's taste. 100% with you here, NV's silent protagonist is far superior to "Where's my son?!" Nora, and allows more range of sound effects that don't need to match the vanilla voice. 13 hours ago, MSM_Alice said: natural-sounding interactions This reminded me, might want to revise the QoH mutant line about "doing this only to make me a present" , it's awkwardly worded but as an idea it's good one. 13 hours ago, MSM_Alice said: More charm /prostitution locations (maybe optional support for the Pervert MOD and using its location-dependentcells if installed) Not sure on this one, I'm still playing about with it but the cells are problematic: multiple locations ragdoll before the animation can start, leading to a quick visit with no sex and occasionally a broken return teleport, strange actor choices combined with restraint issues, and at least once a severely shortened event for no readily apparent reason. Also, there are times that a girl just wants to get laid in her own damn sex dungeon, even if it DOES count as a public place...pretty sure Exhibitionist Bimbo is a thing after all 😜 After I went to the effort of setting up WSFW to rebuild Sanc, Home Plate, and Lexington Apartments with all sorts of lovely props and adding a mod to get ferals and muties as settlers (https://www.nexusmods.com/fallout4/mods/47065 for those wondering), it'd be nice to use some of it (though SEU does let me proposition Muties for Nuclear Material, so that's handy). 2
JemappelleRedacted Posted January 29 Posted January 29 49 minutes ago, MSM_Alice said: best to install them to see that the text fit on screen? Given that it broke their game, I'd just move it to Required or call that entire section POTENTIALLY GAME BREAKING IF MISSING. 18 minutes ago, MSM_Alice said: Upgrade mid-playthrough is okay Yoink 👍 All this talk of BA2 vs loose files makes me wonder if something happened while my comp was away to break a few ?loose textures in VTAW (or if they got nuked as part of their "first one is free, others are all purple unless you subscribe" model. My 2b Dress Shoes fix certainly seems awol...) 1
chyoashaun Posted January 30 Posted January 30 3 hours ago, MSM_Alice said: It is not a specific one by name; I am just providing a few tags and letting AAF pick. Thanks for the quick feedback- After reading this, I thought I would double check by rolling back to a previous version of your mod in MO2, but then noticed I actually had two different versions of your mod installed at the same time in error. Disabling the older version fixed it- so this error is on me 1
MSM_Alice Posted January 30 Author Posted January 30 (edited) 1.374 is a borked update. Moving this all to OnSceneInit and OnSceneEnd was a silly ideea. OnSceneInit does not get the correct meta, and everything meta related is broken. (even though in theory is should have been okay) Will put it back OnAnimStart. Spent 3 -4 hours looking in a myriad of other places before realizing on sceneinit just does not get a proper meta. . Edited January 30 by MSM_Alice
MSM_Alice Posted January 30 Author Posted January 30 (edited) New test version 🙂 provided both as loose files, and with textures/materials packed in ba2's for convenience They should be identical; use whichever one you prefer Upgrade mid-playthrough is okay. Changes - Added an option for the script to use fast travel instead of .moveto() commands, when moving the player around (this has more chances to create a loading screen, fewer chances for oddities - it will cause more in-game time to pass though when travelling - not necessarily a bad thing) - Added a system (settable in MCM) that prevents any inbound greet dialogues from passerby npc in delicate moments (not the MSMA situation-approapriate comments or QOH lines, those remain, but the kind of vanilla lines that would seem out of place to say to someone in an AAF scene or would try to open a dialogue with a selector that, when selected, would cause a crash) . - all the MSMA AAF scene management operations are now back to OnAnimation Start/Stop - added MCM debug button to remove any voice override from any NPC under crosshairs (hopefully will never be needed) - Added a MCM debug option to force remove the mid-aaf dialogue blocker (hopefully will never be needed) - More debug options for some tatoo related edge cases Additional checks to prevent crossed wires in infiltration: Player cannot seduce a new enemy if another one is already heading towards her and viceverse, if the player is already engaging with an enemy in conversation, the one with initialtive that was heading towards her will give up their pursuit. MSMA_Act1_[In_Development]_1_0375_loosefiles.zip MSMA_Act1_[In_Development]_1_0375_Ba2version.zip Edited January 30 by MSM_Alice 1
Mimirue17 Posted January 30 Posted January 30 21 hours ago, krighaur said: I didn't notice anything about voices. For your information in a previous game I started as a CS slave, finished bimbo 6 after winning the true ending of CS. Now I play with a start at "breeding pit" from human kindness. When I got free I was bimbo 6. Game proceed normally now. So, I think your mod works with these two mods without problems, once you accept to have little control on your bimbo levelling. one suggestions I would make when starting this way, as I have done at least the CS route (or any mod the is going to have massive amounts of sex with or without player control)- is to turn the main cravings to very low. That way you come out at higher bimbo level still but not with a massive amount of cravings (will will have some regardless) so the game is still manageable even if bimbo 4-6 (play with setting until you find the best one for your game, and adjust as situation changes, in CS for example turn it back to normal when you escape). I use this method with Wasteland Adventurer Guild (when in the dungeon at least) where I use sexfight with every monster that is able to have a scene started with in the Dungeon. You get some really funny lines from QoH with some of the creatures down there on lower levels, its hilarious (who knew there was a firewall in your head/chip) 1
Mimirue17 Posted January 30 Posted January 30 5 hours ago, MSM_Alice said: New test version 🙂 provided both as loose files, and with textures/materials packed in ba2's for convenience They should be identical; use whichever one you prefer Upgrade mid-playthrough is okay. Changes - Added an option for the script to use fast travel instead of .moveto() commands, when moving the player around (this has more chances to create a loading screen, fewer chances for oddities - it will cause more in-game time to pass though when travelling - not necessarily a bad thing) - Added a system (settable in MCM) that prevents any inbound greet dialogues from passerby npc in delicate moments (not the MSMA situation-approapriate comments or QOH lines, those remain, but the kind of vanilla lines that would seem out of place to say to someone in an AAF scene or would try to open a dialogue with a selector that, when selected, would cause a crash) . - all the MSMA AAF scene management operations are now back to OnAnimation Start/Stop - added MCM debug button to remove any voice override from any NPC under crosshairs (hopefully will never be needed) - Added a MCM debug option to force remove the mid-aaf dialogue blocker (hopefully will never be needed) - More debug options for some tatoo related edge cases Additional checks to prevent crossed wires in infiltration: Player cannot seduce a new enemy if another one is already heading towards her and viceverse, if the player is already engaging with an enemy in conversation, the one with initialtive that was heading towards her will give up their pursuit. MSMA_Act1_[In_Development]_1_0375_loosefiles.zip 220.54 MB · 1 download MSMA_Act1_[In_Development]_1_0375_Ba2version.zip 221.3 MB · 1 download been away playing starfield for awhile for a break, this sounds like a fun time to return on a new game. Starfield is vastly improved game wise with creations these days - but there are zero adult mods currently (none work with latest version, and even when they did very few) so its kind of boring after playing JB's Mods and/or yours on every playthrough.... 2
MSM_Alice Posted January 30 Author Posted January 30 (edited) 53 minutes ago, Mimirue17 said: . You get some really funny lines from QoH with some of the creatures down there on lower levels, its hilarious (who knew there was a firewall in your head/chip) I did wonder when someone would find those There are some extreme activities that even QoH would want to hide from, and a chip firewall seemed like a good analogy Edited January 30 by MSM_Alice 1
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