Sorrow_421 Posted February 8 Posted February 8 33 minutes ago, Mimirue17 said: I think the Prostitution ending line of 'just give me the caps' was the purpose of that comment - when the Customer is really happy with your performance (paying more or double)- maybe something more like 'I am glad you enjoyed that' or something a little more cordial. Save the give me comment for when it was an average performance or worse. I have to agree with the Preston hate, that guy is a total tool. I usually save the idiots then agree to do the 1st job and ignore it and him for the rest of the game. If I have the ability (depending on what mods are installed at the time) I usually slap a collar on Marcy and put her to work (again depending on mods installed). The rest are fine so I don't really bother with them that much. Will be curious how the abilities are handled once the story develops - Air Head 60 is the golden ticket so that's always my goal. The power ones are also great at higher bimbo levels as you tend to take on gangbangs way more often, as you would predict based on everything you are told or is implied. Have not really tried infiltration much yet - but it looks fun on a more no kill kind of journey. Since this was brought up, I'll say something about approach mods in general. For me SHH needs a total rework in how the PC reacts to approaches. The answers don't reflect the PC at all sometimes. If the PC loves to get violated it shouldn't yes sir but please don't hurt me. This is a small example. I think this a problem in general. XDI I think solved the problem with multiple choices in dialogues but is underused. We need more context behind answers that reflect the PC's state. As for MSMA I also think some dialogues need work answers and responses, but that is up to the author. At this point I am considering remaking many dialogues for SHH also voiced to add flavor. Even MSMA, but these will be for personal use. Was doing it regularly for Skyrim may as well do it for Fallout. 1
chyoashaun Posted February 8 Posted February 8 On 2/6/2026 at 4:52 PM, MSM_Alice said: Some cravings are effect-generating, others are not. Out of those, some can produce a loss of control if ignored for too long, while others do not. Piercings and the size of the chest and butt are not acute, effect - generating cravings The UI already gives you that info. But you need to open those pages. Reveal hidden contents The fluid quantity is meant to be somewhat believable; most beings really don't shoot that stuff like out of a firehose. There are some aspects that "activate" some partners more than others. I will let you uncover them during your playthrough. If you want to generate "fake" inflation quickly, all you need to do is ask Codsworth if his craving management module is activated, or force-end sex animations with the End key immediately as they start. Your implant will generate fake inflation for you as "punishment" (still somewhat in accordance to the partner size and count). Thanks for the feedback. Did something change regarding quantities? I decided to test this- on my current game I spawned in 5 legendary deathclaws, lost every one, and each on came in me at least 2 times, some of them 3 times, yet I never got past 1 gallon total. I then started a new game on a previous build (I think one of your RC's) and after the first deathclaw I already saw a bulge, and by the 4th one it was a humerous amount, with each orgasm showing a message of it cumming more due to your inflation already.
Mimirue17 Posted February 8 Posted February 8 1 hour ago, chyoashaun said: Thanks for the feedback. Did something change regarding quantities? I decided to test this- on my current game I spawned in 5 legendary deathclaws, lost every one, and each on came in me at least 2 times, some of them 3 times, yet I never got past 1 gallon total. I then started a new game on a previous build (I think one of your RC's) and after the first deathclaw I already saw a bulge, and by the 4th one it was a humerous amount, with each orgasm showing a message of it cumming more due to your inflation already. I did a test on this earlier - check back a page I think - same character with 2 versions 433 and prelude 9000 and same deathclaw. Full animation run of 120 seconds (do not switch animations as it only counts the initial animation started for entry points) and ran 3 animations on each. Level 4 bimbo (60 airhead, 30 power) and everytime on both versions it was between 2.0-2.5 gallons. The only one that was not was Dave's Long Spooning which starts as a handjob for over half the animation. This is just a theory I have but it makes a big difference of your level vs the creature - your bimbo level vs the creature - and how well your sexfight goes vs the creature. The test I had above I was easily the one winning the sexfight - answered every challenge and cooked the deatchclaw fairly early in the animation, but had auto end turned off so it ran the full animation. The easiest test for this was one of the sitting animations with the deathclaw - you could easily see the bulge increase every time the deathclaw came. (note here I do have the belly physics turned real loose here so you can easily see almost all effects of sex - believe its real close to breast physics so all sex is a test on the physics engine at bimbo 4 just like the songs say ) 1
MSM_Alice Posted February 8 Author Posted February 8 (edited) 16 hours ago, chyoashaun said: Thanks for the feedback. Did something change regarding quantities? I decided to test this- on my current game I spawned in 5 legendary deathclaws, lost every one, and each on came in me at least 2 times, some of them 3 times, yet I never got past 1 gallon total. I then started a new game on a previous build (I think one of your RC's) and after the first deathclaw I already saw a bulge, and by the 4th one it was a humerous amount, with each orgasm showing a message of it cumming more due to your inflation already. Does sound fishy for two reasons 1. The difference in quantity seems like it is a lot. The aspects that changed are not that extreme. There were some adjustments, but not something that would cause changes of an order of magnitude. 2. The ones whose output is amplified by previous inflation should only be supermutants and friends, not deathclaws. Was the race detection correct or was the race detection off? What does the post sex scene report say, what does it identify your partners as? If you want to monitor individual quantities, you can pause after each climax and check via the console the MSMA_Infl_ContainedVolume global variable, and how much it changes (that is, the value in liters) and you can tell me how much it evolves with each meaningful event. Edited February 9 by MSM_Alice
MSM_Alice Posted February 8 Author Posted February 8 14 minutes ago, Mimirue17 said: I did a test on this earlier - check back a page I think - same character with 2 versions 433 and prelude 9000 and same deathclaw. Full animation run of 120 seconds (do not switch animations as it only counts the initial animation started for entry points) and ran 3 animations on each. Level 4 bimbo (60 airhead, 30 power) and everytime on both versions it was between 2.0-2.5 gallons. The only one that was not was Dave's Long Spooning which starts as a handjob for over half the animation. This is just a theory I have but it makes a big difference of your level vs the creature - your bimbo level vs the creature - and how well your sexfight goes vs the creature. The test I had above I was easily the one winning the sexfight - answered every challenge and cooked the deatchclaw fairly early in the animation, but had auto end turned off so it ran the full animation. The easiest test for this was one of the sitting animations with the deathclaw - you could easily see the bulge increase every time the deathclaw came. (note here I do have the belly physics turned real loose here so you can easily see almost all effects of sex - believe its real close to breast physics so all sex is a test on the physics engine at bimbo 4 just like the songs say ) Well winning does mean you make your enemy climax more, at mor eintense levels, so it makes sense they'd produce more... output. At an underwhelming orgasm, their output is lower. Maybe that IS the difference, as I don't think I was differentiating on all that, that much, in prelude. @chyoashaun
chyoashaun Posted February 8 Posted February 8 5 hours ago, MSM_Alice said: Does sound fishy for two reasons 1. The difference in quantity seems like it is a lot. The aspects that changed are not that extreme. There were some adjustments, but not something that would cause changes of an order of magnitude. 2. The ones whose output is amplified by previous inflation should only be supermutants and friends, not deathclaws. Sounds was the race detection correct was was the race detection off? What does the post sex scene report say, what does it identify your partners as? If you want to monitor individual quantities, you can pause after each climax and check via the console the MSMA_Infl_ContainedVolume global variable, and how much it changes (that is, the value in liters) and you can tell me how much it evolves with each meaningful event. You are correct- I mixed up a couple of different attempts. I originally tried this on Behemoths, and it was them that gave the amplified inflation, not the deathclaws. However, for some reason, on the behemoths it kept occasionally crashing the game upon their orgasms (about 1 in 5 times), so I switched to Deathclaws instead. I tried this again, tracking the amounts using the console command you mentioned. It seems like in the earlier version, I was getting around 0.75 to 1.0 gallons per deathclaw when they orgasm twice in a session (I have it set to 120 seconds, without the auto end enabled.) On the current (or most recent version) I see anywhere from 0.3 gallons to 0.72 with the same number of orgasms. It is dependent on which animation is triggered initially, but most have around 0.5 for the first orgasm, and 0.1 - 0.2 for the second. One thing to note- I'm not sure if the I have the auto end disabled correctly, because the majority of the time when the "NPC is cooked", it ends it at that point, instead of continuing further. This is the setting I have: Is this correct? 1
JemappelleRedacted Posted February 9 Posted February 9 (edited) 6 hours ago, MSM_Alice said: At an underwhelming orgasm, their output is lower This is almost certainly the issue, the 2 on top of Haymarket Hall triggered separately, the first one I was debuffed so barely made the minimum to cook it and recieved minor inflation, the second I managed to get my AP up and repeatedly cooked it for much more inflation. Hmm, thought the 10 man pro scene would provide more bulge than this, 0 answered (but still cooked all, go B7!) gave 0.16496, 100% answered gave 0.218981 gallons. Yao Guai, 1.046804 up to 2.765365 with 100% answer. Death Claw went from a measly 0.719104 up to a whopping 5.52632 on 100% answer! 38 minutes ago, chyoashaun said: This is the setting I have: Intensity Autoend at 0, should be right...does the message actually say ending because they're cooked, or is it ending due to max timer and the cooking is incidental? Edited February 9 by JemappelleRedacted 1
chyoashaun Posted February 9 Posted February 9 3 hours ago, JemappelleRedacted said: This is almost certainly the issue, the 2 on top of Haymarket Hall triggered separately, the first one I was debuffed so barely made the minimum to cook it and recieved minor inflation, the second I managed to get my AP up and repeatedly cooked it for much more inflation. Hmm, thought the 10 man pro scene would provide more bulge than this, 0 answered (but still cooked all, go B7!) gave 0.16496, 100% answered gave 0.218981 gallons. Yao Guai, 1.046804 up to 2.765365 with 100% answer. Death Claw went from a measly 0.719104 up to a whopping 5.52632 on 100% answer! Intensity Autoend at 0, should be right...does the message actually say ending because they're cooked, or is it ending due to max timer and the cooking is incidental? Yes, the message says it is ending, and at times is 30-40 seconds (or less) in, but seen it anywhere from 20 seconds on a very easy fight to 70 seconds on a more challenging one. I did try changing the sexfight aaf animation duration based auto end to 0 from 150, and that seemed to do the trick. Not sure why that changed it but I may do more testing to see if they consistently hit 120 seconds every time now. I'll try doing more testing, as most of my numbers were based on the character with low % going into fight and higher difficulty on this latest playthrough, so this may be mostly based on not getting as high intensity as before. 1
MSM_Alice Posted February 9 Author Posted February 9 (edited) 4 hours ago, chyoashaun said: Yes, the message says it is ending, and at times is 30-40 seconds (or less) in, but seen it anywhere from 20 seconds on a very easy fight to 70 seconds on a more challenging one. I did try changing the sexfight aaf animation duration based auto end to 0 from 150, and that seemed to do the trick. Not sure why that changed it but I may do more testing to see if they consistently hit 120 seconds every time now. I'll try doing more testing, as most of my numbers were based on the character with low % going into fight and higher difficulty on this latest playthrough, so this may be mostly based on not getting as high intensity as before. Wait.. what did the trick? Edit: nvm I had forgotten that I had the check disabled, if the "max time" reference value is set to 0. If that value is 0, no more limit check is done internally, based on time passed. Still, I see no reason why this wouldn't hit 120 seconds if the time limit value was left on a value greater than 120 ( like the 150 default), and the auto exit based off pleasure condition was disabled. Do you have a lower max time limit per session set on the "Violate Sex Scene Length Override (secs)" MSMA setting, ot in the Violate MCM settings? Specifically, what is the message you see in the notifications when the scene ends? Is it: "Max SexFight Scene Time reached, ending AAF scene." or "All NPCs are cooked, ending AAF scene." or neither? If it is the first, it ended based on the time condition If it is the second, it ended based on the " Enough pleasure to win" condition. If it is neither, then it is something else ending the scene. (maybe the violate mod time limit itself) The violate mod time limit can ( and by default is) also be set via MSMA (if you allow it) The specific setting for that is in general [page , "Various Gameplay" section, it is called "Violate Sex Scene Length Override (secs)", and has a default value of 120 seconds. Edited February 9 by MSM_Alice
MSM_Alice Posted February 9 Author Posted February 9 (edited) 10 hours ago, chyoashaun said: I tried this again, tracking the amounts using the console command you mentioned. It seems like in the earlier version, I was getting around 0.75 to 1.0 gallons per deathclaw when they orgasm twice in a session (I have it set to 120 seconds, without the auto end enabled.) On the current (or most recent version) I see anywhere from 0.3 gallons to 0.72 with the same number of orgasms. It is dependent on which animation is triggered initially, but most have around 0.5 for the first orgasm, and 0.1 - 0.2 for the second. Settings did seem correct. One other relevant setting I am not seeing is "Violate Sex Scene Length Override (secs)" ( General page, Various gameplay section.) Hopefully, that is left on default and not set too low. If you are seeing these specific notifications about NPC being cooked in your notifications channel, you are likely still using the exit on pleasure condition. When that system is truly off, the notifications with "All NPCs are cooked, ending AAF scene." should also be off. The amount values mentioned seemed correct - First climax vs later ones in the same scene matters- larger output amount (everything else being equal) - correct and intended, that 0.5 first , and 0.1- 0.2 for the later one it is, as designed. - Climax quality matters. Difference between output amounts when the climax is Mindblowing vs Galactic - (or lower) also correct and intended. - Size difference matters difference in pleasure (and thus climax intensity, and thus volume output) based on player sizes vs partner sizes, is also correct and intended. When an animation is tagged as vaginal/anal or oral, keep in mind The player can have a totally different value on anal size than they do on vaginal size, so then an animation tagged anal can cause a different pleasure amount for those involved, depending on how the size compares with the size of the partner, than one tagged vaginal. - repeated scenes matter- size adjustments can happen after a scene so the second scene might start with a different size assumption than a previous one. - Personal preference matters Also the partner themselves can have a preference for vaginal, anal, or oral, and how that preference aligns with the animation that can cause differences in pleasure too (and thus in volume output). (can check that with the bimboskope) - Non sex tag matters difference in output amounts if certain animations are not tagged as sex - also correct and intended. If a certain animation is tagged as nonsex, it will be treated different than the ones that are tagged as sex. Edited February 9 by MSM_Alice
MSM_Alice Posted February 9 Author Posted February 9 (edited) 9 hours ago, JemappelleRedacted said: Hmm, thought the 10 man pro scene would provide more bulge than this, 0 answered (but still cooked all, go B7!) gave 0.16496, 100% answered gave 0.218981 gallons. Yao Guai, 1.046804 up to 2.765365 with 100% answer. Death Claw went from a measly 0.719104 up to a whopping 5.52632 on 100% answer! Warning: Do not read if easily grossed out. Real world data: Human per climax produce about 2 to 5 mililiters. 10 people, 20 to 50 milliliters. Even if each climaxes 5 times ( or once, but we equate that to a galactic climax, and that would be a ridiculous 5x increase in volume), 100 to 250 milliliters That's not more than a coffee mug. What bulge would a coffee mug cause? Those values are biased towards the max/increased due to the fantasy nature of the mod; if what you are quoting there is the amount in gallons, that's a further ~2.6x increase to what's believable (let's say "effects of the radiation"). 2.6 Coffee mugs, at the very maximum. Even so, not really that much volume should be expected from regular humans, really, outside of extraordinary circumstances. For non-humanoid partners Since I'm not really focusing on them story-wise, but I know those animations are there in the ecosystem, so I left those output numbers purposefully higher for them; the more ridiculous the premise, the more ridiculous the number, so people can have their fun, dunno if it feels right/ consistent or not/ biologically plausible. I did code in some effects though for the ridiculous/extreme acts though, if exposing oneself consistently to acts where the volume taken in is larger than the max plausible capacity, then the minimal amd maximal sizes of some of the anatomy parts (chest, butt, the ones can can be raised/lowered at Marina via paying BP), those upper limits and lower limits will be forcefully increased beyond what's the default, by these "extreme volume" events. Not uncapped, though, there is some cap there, too. But there is *some* consequence, especially for those who want to keep their chest and butt morph sizes as small as possible; maybe they shouldn't expose themselves too often to these ridiculously sized partners, or their minimum sizes for chest and butt might end up larger than what they consider ideal. Edited February 9 by MSM_Alice
Mimirue17 Posted February 9 Posted February 9 so noticed something odd - which did get repeated a few times. This is on v 433. Have auto end set to 0 sexfight starts via surrender, fight goes normal (this was with a SM) QoH says that one is cooked (have kill set up) but animation runs full length 120 sec. at the end of the scene - the SM dies as expected QoH says we did not beat them all. I had this same thing happen with a group of raiders that I auto surrendered to due to cravings. Cooked them all - they were all effected but QoH says we did not beat them all. I have reset auto end to the normal value of 2, and will see what happens. Here is the log - the last one on it was the SM that was cooked but QoH says it wasn't. Papyrus.0.log 1
MSM_Alice Posted February 9 Author Posted February 9 (edited) 1 hour ago, Mimirue17 said: so noticed something odd - which did get repeated a few times. This is on v 433. Have auto end set to 0 sexfight starts via surrender, fight goes normal (this was with a SM) QoH says that one is cooked (have kill set up) but animation runs full length 120 sec. at the end of the scene - the SM dies as expected QoH says we did not beat them all. I had this same thing happen with a group of raiders that I auto surrendered to due to cravings. Cooked them all - they were all effected but QoH says we did not beat them all. I have reset auto end to the normal value of 2, and will see what happens. Here is the log - the last one on it was the SM that was cooked but QoH says it wasn't. Papyrus.0.log 198.96 kB · 0 downloads Thank you. Will investigate. I think I had that happen to me once, too, but only once, and I could not consistently replicate it to find and fix it. If we find a replicable path to that, it would be grand. The log should help The fact he died at the end is good news, meaning that he was tagged and present in the punishment array with the correct punishment. The question is, why doesn't the "Win" check see that correctly ( perhaps it is specific to the case when the animation runs for longer, past the event that"cooked" the enemy). This is good as it tells me that it happens also on an event with a one scene and one enemy ( so it is not linked tio multiple enemy animations, or sequences of events). It also happens with one scene and one enemy only. Correct? Edited February 9 by MSM_Alice
Nuka Cherry Posted February 9 Posted February 9 Enjoying the new content, and slower progression (I am only lvl 2 and doing corvega). Is there a breakdown of the skills from the 4 paths? You basically made me think of builds..... Is there a cap on how many path skill points until later content? Really enjoying the agent approach, but would like to see the later ranks (or am I missing something that tells me?). Cheers, top work. 1
MSM_Alice Posted February 9 Author Posted February 9 (edited) 39 minutes ago, Nuka Cherry said: Enjoying the new content, and slower progression (I am only lvl 2 and doing corvega). Is there a breakdown of the skills from the 4 paths? You basically made me think of builds..... Is there a cap on how many path skill points until later content? Really enjoying the agent approach, but would like to see the later ranks (or am I missing something that tells me?). Cheers, top work. Thank you. There is a list, but only on the forum. FunSkills.Add("\n 10: Superlubed - less stretching happening across the board.") FunSkills.Add("\n 20: Infinitely Forgivable - get 100 Golden Tickets for avoiding re-education in Bimbo Limbo. Can continue to use self-esteem at any level for extra AP generation.") FunSkills.Add("\n 30: Airhead's Blessing - 30% chance for AP point from the AP bar to be instantly restored when the SexFight button is pressed in SexFight.") FunSkills.Add("\n 40: Willpower Loads - Double AP gains from enemy orgasms. Can still use Willpower as Extra AP generation at any level.") FunSkills.Add("\n 50: Improved Airhead Blessing - 50% chance for AP points consumed from the AP bar to be instantly restored when the SexFight button is pressed in SexFight.") FunSkills.Add("\n 60: Elasto Flesh - Can never be stretched. Morphs into the ideal matching size for each partner.") FunSkills.Add("\n 70: Transcended Challenge - 80% chance for any newly generated challenge to cost just 1 AP.") DenialSkills.Add("\n 10: Time for Action - Get a level of the Action Girl Perk.") DenialSkills.Add("\n 20: Jizz in their Pants - Answering non sexual sexfight challenges cost half the AP they would normally cost.") DenialSkills.Add("\n 30: That's not Happening - Any Depravity is halved.") DenialSkills.Add("\n 40: I just need to THINK- Recover 5 Intelligence from the points lowered by the implant.") DenialSkills.Add("\n 50: Repressed Sexuality: - Has Hypersexual ability without wearing any hypersexual gear.") DenialSkills.Add("\n 60: More Jizz in their Pants - Cost of answering non sexual sexfight challenges is halved again. Stacks with Jizz in their pants.") DenialSkills.Add("\n 70: I REFUSE- Depravity is always 0. No XP loss can occur, no mater how depraved the act is.") PowerSkills.Add("\n 10: Party Widow - Get a rank of Party Girl and Black Widow each.") PowerSkills.Add("\n 20: The More the Merrier - Less extra increases in AP costs due to threesomes or higher.") PowerSkills.Add("\n 30: YOU get Some Pleasure - 20% Chance for any answered challenges to propagate their pleasure effects to all enemy participants from the AAF scene.") PowerSkills.Add("\n 40: Sex Marathon - Longer sex scene sequences with no pause, or large groups, no longer increase AP cost beyond what each enemy would cost in a one-on-one scene.") PowerSkills.Add("\n 50: Never be Alone: AP cost is further halved when sex scene is a threesome or more.") PowerSkills.Add("\n 60: And YOU Get Some Pleasure - 50% Chance for any answered challenges to propagate their pleasure effects to all enemy participants in the AAF scene.") PowerSkills.Add("\n 70: YOU ALL Get Some Pleasure - 75% Chance for any answered challenges to propagate their pleasure effects to all enemy participants in the AAF scene.") AgentSkills.Add("\n 10: 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.") AgentSkills.Add("\n 20: I am Here for You - Double infiltration time than normal.") AgentSkills.Add("\n 30: I Found Him Like That - Infiltration can start and be extended even if I actively use paralysis on enemies as a punishment.") AgentSkills.Add("\n 40: Missus Sandwoman - Bimbo kills via the Mr. Sandman still agitate enemies but no longer break infiltration. Adds a rank of Mr Sandman perk.") AgentSkills.Add("\n 50: 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.") AgentSkills.Add("\n 60: Succubus Mesmerise - Can start a Bimbo Stealth / Bimbo infiltration without going through a combat surrender, just by sneaking behind an unsuspecting enemy, and pressing the sexfight button, as long as they are unaware of it.") AgentSkills.Add("\n 70: Bring a Friend - Having an active companion no longer halves the infiltration duration. They are no longer disarmed during infiltrations.") Gift points cap out at 60. Level-up points are 10 per level up to bimbo level 7. So 130 points max total, if you level up to bimbo level 7. At level 2, you get 80 max. So you can only get one ultimate level skill from any specialist class. In the game, I want the choice to be made based on the desire to take one of the four paths as it fundamentally aligns with your ethos or not,, and what the specific skills are to be a surprise, as they get unlocked. They are also present in the script source in the QOH_Manager source script. After you get them unlocked, you can always check them up in the context menu. Edited February 9 by MSM_Alice
mk1234s Posted February 9 Posted February 9 Hi, How to properly disable the override of "AAF Violate" values? I figured out how to disable the anti-theft feature. I enjoy retrieving the pistol from paralyzed enemies and delivering the finishing blow to the head. Chance of getting into group sex I've been playing with your mod for quite a while now and am a bit tired of the group animations, or perhaps I just want to see the heroine being passed around. Health importance for surrender Slightly incompatible with the "Botanist's Rage" perk. 1
Mimirue17 Posted February 9 Posted February 9 6 hours ago, MSM_Alice said: Thank you. Will investigate. I think I had that happen to me once, too, but only once, and I could not consistently replicate it to find and fix it. If we find a replicable path to that, it would be grand. The log should help The fact he died at the end is good news, meaning that he was tagged and present in the punishment array with the correct punishment. The question is, why doesn't the "Win" check see that correctly ( perhaps it is specific to the case when the animation runs for longer, past the event that"cooked" the enemy). This is good as it tells me that it happens also on an event with a one scene and one enemy ( so it is not linked tio multiple enemy animations, or sequences of events). It also happens with one scene and one enemy only. Correct? yes the scene I mentioned with SM was a one opponent activity. 1
Mimirue17 Posted February 9 Posted February 9 43 minutes ago, mk1234s said: Hi, How to properly disable the override of "AAF Violate" values? I figured out how to disable the anti-theft feature. I enjoy retrieving the pistol from paralyzed enemies and delivering the finishing blow to the head. Chance of getting into group sex I've been playing with your mod for quite a while now and am a bit tired of the group animations, or perhaps I just want to see the heroine being passed around. Health importance for surrender Slightly incompatible with the "Botanist's Rage" perk. you can just easily go into the MCM of Violate and adjust the settings you want to adjust. The surrender thing is a basis of being a piece of fun vs someone who tries to kill them then gives up - they will kill you unless you manage to beat all of them in sexfight. You can turn off auto surrenders and only surrender when YOU want with hotkey, so all aspects of are 100% in your control based on MCM settings for all mods involved.
mk1234s Posted February 9 Posted February 9 6 minutes ago, Mimirue17 said: you can just easily go into the MCM of Violate and adjust the settings you want to adjust. The surrender thing is a basis of being a piece of fun vs someone who tries to kill them then gives up - they will kill you unless you manage to beat all of them in sexfight. You can turn off auto surrenders and only surrender when YOU want with hotkey, so all aspects of are 100% in your control based on MCM settings for all mods involved. What are you talking about? This mod overrides the settings "AAF Violate" 1
Mimirue17 Posted February 9 Posted February 9 (edited) 35 minutes ago, mk1234s said: What are you talking about? This mod overrides the settings "AAF Violate" no, it changes them at the startup process to match. You can then go and adjust violate to do what you want. The only thing that stays overwritten is the timer/auto end sequence. (I normally do all my MCM adjustments after speaking to Marina to make it a habit on new game starts) so you can change the % of gangbangs - health % of surrender, etc. This mod has the ability to match whatever you want, it has been designed to give you as much control as you want. There are limits - if you are facing 10 raiders and the rounds are set to 5 you will have to have gangbangs. So make sure you adjust all the settings that make the playstyle enjoyable to you! Alice is a genius to be honest, and we are all lucky to witness this mods growth over time. Edited February 9 by Mimirue17 1
MSM_Alice Posted February 9 Author Posted February 9 (edited) 1 hour ago, mk1234s said: What are you talking about? This mod overrides the settings "AAF Violate" How to properly disable the override of "AAF Violate" values? In third-party mods integration, you can disable all overrides on third-party mods if you want to. Keep in mind that the influence MSMA has on the violate bad consequences will also go away, though. So if you disable MSMA's ability to influence AAF, even if you win a sexfight, you'll still get restraints and whatnot from violate, just as if as if the attackers were fine and dandy. If all you want to do is alter the chance the chance for group sex, you can do that in the MSM settings , for the base value, and a certain global variable to influence the gameplay deciding that likelyhood. Base chance: The base chance to add an extra actor to the scene is : 40+ BimboLevel* [a value youset in MCM ] Put that actor chance to 1 per bimbo level instead of 7. The base chanceis then 47 That base chance is Then that is further affected by your ratio of attractiveness of your pretty tattoo from MArina ( assuming you have one) weighted against the number of defacing tattoos (ideally none) You have two globals that you can set in the console to alter that gameplay system MSMA_setting_GoodTattooEffectScale MSMA_setting_BadTattooEffectScale If you set Good scale to something like 100 or 1000, and you have any good tattoo from Marina, GB add chance will be so low it will be practically 0. Do not set either to 0 as things are divided by those value and you do not want to create a division to 0. You can set the bad one to a low value like 0.01 and the good one to a value like 1000 Edited February 9 by MSM_Alice 1
MSM_Alice Posted February 9 Author Posted February 9 (edited) 35 minutes ago, Mimirue17 said: no, it changes them at the startup process to match. You can then go and adjust violate to do what you want. The only thing that stays overwritten is the timer/auto end sequence. (I normally do all my MCM adjustments after speaking to Marina to make it a habit on new game starts) so you can change the % of gangbangs - health % of surrender, etc. This mod has the ability to match whatever you want, it has been designed to give you as much control as you want. There are limits - if you are facing 10 raiders and the rounds are set to 5 you will have to have gangbangs. So make sure you adjust all the settings that make the playstyle enjoyable to you! Alice is a genius to be honest, and we are all lucky to witness this mods growth over time. There is actually some override of settings on a new scene, regarding GB likelyhood and surrender general chance, and surrender health threshold. So there are 4 aspects total that MSMA alters, not just the length of the scene, but the other 3 are more subtle: 1 - Group scene chance (chance to add an additional enemy to the group) is a dynamically updated chance based on the bimbo level base chance with the formula mentioned above( 40+ BimboLevel* [a value youset in MCM]), and then tattoos ( good or bad) and whatnot that can further drive it both up or down. The way a player is supposed to nudge that in-game, within the lore, is with their tattoo mix. 2 - Health surrender threshold: computed as 20.0+ PlayerBimboLevel*5.0. So 20% at bimbo level 0, and 55% at bimbo level 7. 3 - Chance for surrender (if health threshold is met) 5.0+ PlayerBimboLevel*10.0, so 5% at bimbo level 0, 75% at bimbo level 7. I am not as genius as you make me out to be :D. But thank you Edited February 9 by MSM_Alice
Mimirue17 Posted February 9 Posted February 9 (edited) 30 minutes ago, MSM_Alice said: There is actually some override of settings on a new scene, regarding GB likelyhood and surrender general chance, and surrender health threshold. So there are 4 aspects total that MSMA alters, not just the length of the scene, but the other 3 are more subtle: - Group scene chance (chance to add an additional enemy to the group) is a dynamically updated chance based on the bimbo level base chance with the formula mentioned above( 40+ BimboLevel* [a value youset in MCM]), and then tattoos ( good or bad) and whatnot that can further drive it both up or down. - Health surrender threshold: computed as 20.0+ PlayerBimboLevel*5.0. So 20% at bimbo level 0, and 55% at bimbo level 7. - Chance for surrender (if health threshold is met) 5.0+ PlayerBimboLevel*10.0, so 5% at bimbo level 0, 75% at bimbo level 7. I am not as genius as you make me out to be :D. But thank you I had not checked all the things you have added (over time) to the other options as you pointed out the 3rd party and will now have to do a deep dive into all the menu options. Not sure how much you adjust SA, but one setting that is completely wrong for you mod is arousal - I change this at the start of every new game. They have the base arousal on Oral set at 5. I change them all to have a range of 40 (low to high) and I adjust them to Oral 40-80, Anal 50-90 and Vaginal to 60-100. These seem the most realistic for the fact QoH notices the fact you can orgasm from Oral and how greedily you gulp it down. Anal might be something that should move up over time based on bimbo level, maybe start lower but match Vaginal over time. and the Depth of you MCM is pure genius as it add versatility for the player and their playstyle. Edited February 9 by Mimirue17 1
mk1234s Posted February 9 Posted February 9 1 hour ago, MSM_Alice said: How to properly disable the override of "AAF Violate" values? In third-party mods integration, you can disable all overrides on third-party mods if you want to. Keep in mind that the influence MSMA has on the violate bad consequences will also go away, though. So if you disable MSMA's ability to influence AAF, even if you win a sexfight, you'll still get restraints and whatnot from violate, just as if as if the attackers were fine and dandy. If all you want to do is alter the chance the chance for group sex, you can do that in the MSM settings , for the base value, and a certain global variable to influence the gameplay deciding that likelyhood. Base chance: The base chance to add an extra actor to the scene is : 40+ BimboLevel* [a value youset in MCM ] Put that actor chance to 1 per bimbo level instead of 7. The base chanceis then 47 That base chance is Then that is further affected by your ratio of attractiveness of your pretty tattoo from MArina ( assuming you have one) weighted against the number of defacing tattoos (ideally none) You have two globals that you can set in the console to alter that gameplay system MSMA_setting_GoodTattooEffectScale MSMA_setting_BadTattooEffectScale If you set Good scale to something like 100 or 1000, and you have any good tattoo from Marina, GB add chance will be so low it will be practically 0. Do not set either to 0 as things are divided by those value and you do not want to create a division to 0. You can set the bad one to a low value like 0.01 and the good one to a value like 1000 Thanks for the clarification. --- When playing without your mod, the heroine would make moans (sexual sounds) when making contact with an enemy she was sexually attracted to. I noticed that these moans disappeared when playing with your mod. Is it possible to restore them? In addition to the above, regarding the awkward poses the heroine makes when she reaches a certain level of arousal. I liked it at first, but after hours of playing, the awkward poses started to get annoying. I understand I can turn them off, but I like the concept of the character reacting to arousal. Could you implement the heroine's sexual moans (which I described above) when approaching a male NPC, as an alternative to the awkward poses? --- Sometimes I encounter an AAF status 3 error at the beginning of the surrender sequence. But then, the AAF scene still triggers. However, after the sequence ends, the enemies become hostile. I suspect they're plotting to thwart the heroine. Is it possible I don't have an AAF package installed?
JemappelleRedacted Posted February 9 Posted February 9 13 hours ago, MSM_Alice said: Warning: Do not read if easily grossed out I meant I had a bulge after a 10 man scene, but based on the volume in the test it must have been caused by something else (probably an auto-consume SynthCum bucket). I just ran a quick test to confirm the difference between orgasm qualities, I've had no problems with volume or bulge so far. 9 hours ago, MSM_Alice said: It also happens with one scene and one enemy only. Correct? I've had this happen constantly, one or multiple partners, any species, any surrender method. Both messages for cooked and uncooked but safe play. 8 hours ago, MSM_Alice said: In the game, I want the choice to be made based on the desire to take one of the four paths as it fundamentally aligns with your ethos or not,, and what the specific skills are to be a surprise, as they get unlocke This was how I did my first run, and ended up with 100 golden tickets as my B7 upgrade...suffice to say I (and my character) was less than thrilled 😑 1 hour ago, mk1234s said: I noticed that these moans disappeared when playing with your mod. Is it possible to restore them Under Sexfight settings I believe there's option for MSMA moans and the mode they are used in (success or failed challenges).
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