MSM_Alice Posted February 10 Author Posted February 10 (edited) I am working on the story, but it is a bit of a slow process Though I might have a release this coming weekend with a bit of it. Also am trying to make a version that also works without XDI. Edited February 10 by MSM_Alice 2
MSM_Alice Posted February 10 Author Posted February 10 (edited) 2 hours ago, mk1234s said: 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? MSMa does not do anything to remove sounds from other mods (unless you are talking about SA orgasm sounds, there's a toggle you can pick where you do not use the Sex Attributes default orgasm sound or not). Quote 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? You can turn off the poses, and have only some giggle sounds play I belive. Quote 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? Perhaps not MSMA -related. Does not sound familiar. AAF errors caused by violate scene picking rules should be fairly independent of MSMA In terms of prerequisites, the minimal pack is Savage Cabbage's anim pack.. Edited February 10 by MSM_Alice
mk1234s Posted February 10 Posted February 10 (edited) I was referring to the sound (excited breathing) that plays outside of the AAF animation. I'm not sure which mod is responsible for it (AAF Violate or Sex Attributes). This excited breathing plays when the heroine has a perverted attraction (for example, to raiders). That is, when approaching the raiders or engaging in battle with them, the heroine begins to breathe loudly (as if fighting the temptation to surrender) If only this breathing sound could be played when approaching a male NPC when the heroine is aroused (as an alternative to silly poses) --- I give up. It's hard to get my thoughts across because of the language barrier. Edited February 10 by mk1234s
Mimirue17 Posted February 10 Posted February 10 39 minutes ago, MSM_Alice said: I am working on the story, but it is a bit of a slow process Though I might have a release this coming weekend with a bit of it. Also am trying to make a version that also works without XDI. will be interesting to get the start. XDI is pretty widely supported by a very large % of the mods out there, not sure how much effort it is worth to make your own dialogue path, but the more compatible with everything the better right?
Mimirue17 Posted February 10 Posted February 10 13 minutes ago, mk1234s said: I was referring to the sound (excited breathing) that plays outside of the AAF animation. I'm not sure which mod is responsible for it (AAF Violate or Sex Attributes). This excited breathing plays when the heroine has a perverted attraction (for example, to raiders). That is, when approaching the raiders or engaging in battle with them, the heroine begins to breathe loudly (as if fighting the temptation to surrender) If only this breathing sound could be played when approaching a male NPC when the heroine is aroused (as an alternative to silly poses) --- I give up. It's hard to get my thoughts across because of the language barrier. its from the PTSD part of SA, the settings that determine if you will surrender to your perversion or not. 1
mk1234s Posted February 10 Posted February 10 (edited) Will there be a new "Stable_Release" version before the storyline? I'm still on version 0.9 (waiting new "Stable_Release"), as it's difficult to translate every "In_Development" version. Edited February 10 by mk1234s
MSM_Alice Posted February 10 Author Posted February 10 (edited) 7 hours ago, mk1234s said: I was referring to the sound (excited breathing) that plays outside of the AAF animation. I'm not sure which mod is responsible for it (AAF Violate or Sex Attributes). This excited breathing plays when the heroine has a perverted attraction (for example, to raiders). That is, when approaching the raiders or engaging in battle with them, the heroine begins to breathe loudly (as if fighting the temptation to surrender) If only this breathing sound could be played when approaching a male NPC when the heroine is aroused (as an alternative to silly poses) --- I give up. It's hard to get my thoughts across because of the language barrier. I understand. I am not doing anything specific to prevent those sounds. Could be something indirect. The reason they don't play as often could be some indirect effect of intense orgasms (or bimbo level ups) healing mental trauma/PTSD/perversions more. I could add an option for those to not heal trauma anymore, but I don't want the mod to be dark and scary; I want it to be perhaps a bit more comedic, poking fun at the ridiculousness of it. I do not plan to do anything to get them to play in other situations, either (at this point), as there is a high volume of tasks related to the story that need to be done, but I guess if I was going to do that, then certain commenters are approaching and say certain mean comments during indfiltration, if the enemy is one the player has perversiosn for, that *could* be a trigger? Prelude stable version will not change. Act1 will get its own stable version release, but probably much later, when the entire story of Act 1 is done, not before. Edited February 10 by MSM_Alice 1
MSM_Alice Posted February 10 Author Posted February 10 (edited) 5 hours ago, Mimirue17 said: will be interesting to get the start. XDI is pretty widely supported by a very large % of the mods out there, not sure how much effort it is worth to make your own dialogue path, but the more compatible with everything the better right? Maybe I misspoke. What I am doing to make sure the same dialogue path I am using is both XDI and non-XDI compatible is that those shorter prompts are correct, understandable, and present everywhere they would be needed in the 4-option selections. Aside from those missing here and there, everythig i did for scenes/dialogues was using the standard modding tools ( mainly the official CK), so I wasn't using anything that would hard-require XDI. Not filling in those prompts was the only thing. Without those prompts, one MUST have XDI or they'd have no clue what they are selecting. Edited February 10 by MSM_Alice
mk1234s Posted February 10 Posted February 10 (edited) 14 hours ago, MSM_Alice said: 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 Quote The base chance to add an extra actor to the scene is : 40+ BimboLevel* [a value youset in MCM ] Can you please tell me the global variable to change the base value of 40? 🙏 Please I like your approach to this issue, but please understand. Unfortunately, we have a very limited selection of group animations, including aggressive ones. It even makes sense to include non-aggressive animations during surrender to add variety to the scenes. I've played with "Nuke Ride" a few times and have gotten used to the mod's tattoo sets. In my humble opinion, the bad tattoos add variety to the game, and my doll looks cool in a new way every time. I'd like to set the probability of getting into group sex: ("the base chance" + "BimboLevel") + "maximum number of bad tattoos" = 50 ----- The only sets that show up on my MArina hologram are the "Snow Bunne Set," the "Overbitch Set" (only two hallmarks), and the "Porn Star Set." The other sets aren't showing up. This might be because the NR mod isn't enabled in my game. Edited February 10 by mk1234s
MSM_Alice Posted February 10 Author Posted February 10 (edited) 1 hour ago, mk1234s said: Can you please tell me the global variable to change the base value of 40? 🙏 Please I like your approach to this issue, but please understand. Unfortunately, we have a very limited selection of group animations, including aggressive ones. It even makes sense to include non-aggressive animations during surrender to add variety to the scenes. I've played with "Nuke Ride" a few times and have gotten used to the mod's tattoo sets. In my humble opinion, the bad tattoos add variety to the game, and my doll looks cool in a new way every time. I'd like to set the probability of getting into group sex: ("the base chance" + "BimboLevel") + "maximum number of bad tattoos" = 50 ----- The only sets that show up on my MArina hologram are the "Snow Bunne Set," the "Overbitch Set" (only two hallmarks), and the "Porn Star Set." The other sets aren't showing up. This might be because the NR mod isn't enabled in my game. Right now, that value is a constant, not a variable. The lore-appropriate way to lower the chance below the base 40 + BimboLevel*[MCM_Set_value], is by using a Good tattoo to compensate for that chance. Specifically, you can over amplify that good tattooeffect via MSMA_setting_GoodTattooEffectScale to scale the weight of the good tattoo up, as high as you want it. The fullformula is 40+ BimboLevel* [a value youset in MCM ] From that value, then we subtract (Good_Tatoo_Weight * MSMA_setting_GoodTattooEffectScale) / ( Bad_Tattoos_Cumulated_Weight * MSMA_setting_BadTattooEffectScale) That Bad_Tattoos_Cumulated_Weight is always a non zero value, for avoiding a divisionby 0. The final value after this subtraction is capped between 0 and 100, and passed onto Violate to use as a chance to add an actor to the scene. By editing MSMA_setting_GoodTattooEffectScale and MSMA_setting_BadTattooEffectScale, you can make the subtracted value so high, it makes the entire end result chance to be always 0 ( assuming you are wearing a good tattoo). So the initial constant value of 40 wouldn't even matter. Edited February 10 by MSM_Alice 1
MSM_Alice Posted February 10 Author Posted February 10 (edited) the TL:DR in multi actor chance effect of MSMA affecting Violate is: - If you have no nice tatoo , and only bad tattoos, group scenes are more likely in AAF Violate - If you have a higher bimbo level , group scenes are more likely in AAF Violate - If you have a good tattoo, group scens are less likely in AAF Violate - if you adjust that certain value in MCM ( that 7 downto 1), group scens are less likely even on high bimbo levels, in AAF Violate IF you want perfect protection from a chance of group scene on AAF violate (always 0 chance) even when you are onthe highest Bimbo level, make sure - you don't have more than ~ 10 bad tattoos on, (the actual number can vary based on howmuch effect you have set bad tattoos to have in their own MSM section) - that you have one good tattoo on (this is a must, this good tattoo is your main and only defense, if your bimbo level is high) - that value in MCM inthe above image, is set on 1, instead of the default 7 Do that, and you don't have to worry about tweaking console values and whatnot. Edited February 10 by MSM_Alice 1
Mimirue17 Posted February 10 Posted February 10 have you seen this mod drop on their discord? it might help with you loading screen project.
MSM_Alice Posted February 10 Author Posted February 10 (edited) 39 minutes ago, Mimirue17 said: have you seen this mod drop on their discord? it might help with you loading screen project. Thank you! Could be, but I am already done with the loading screens. mostly. Edited February 10 by MSM_Alice
chyoashaun Posted February 10 Posted February 10 (edited) On 2/9/2026 at 2:47 AM, MSM_Alice said: 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. Sorry for the late reply, as I was traveling. I do not get a notification for it ending, rather, the QoH says the player is mind broken at the same time the sound effect plays when they are beaten, in which I see the AAF show the scene is ending. There isn't an actual notification I get for it. I do have Violate Sex Scene Length Override (secs) set to the same length (120). I checked every add on that might affect the length, and all are set to the same value, 120. However, as I had mentioned, setting the AAF Duration autoend to 0, the issue is now resolved. Edit: I think I found the issue- I pulled out a timer / stopwatch, and it ending early when defeating is due to a whether it is getting flagged as a prostitution / charm scene or not. When ending early, I happened to see it briefly show the message for that timer being hit, and since the max in mcm that it can be set to, and after it happening a couple of times and seeing it end right at 60 seconds, that is what is occuring. Edited February 10 by chyoashaun 2
MSM_Alice Posted February 11 Author Posted February 11 (edited) I kinda like how story mode turns out : Has potential The slight off timing on lipsync is just because F4 in window mode ( as it happens on the vanilla lines too). In full screen, they all work perfectly, in perfect sync. https://drive.google.com/file/d/1YAOZ6E4zq2nNhKoHiQtqr_P2Sn7SVzve/view?usp=sharing And yes, if you didn't screw the raider or if you cleaned yourself up before entering, Marcy has different lines to react to the new reality. Edited February 11 by MSM_Alice 1
MSM_Alice Posted February 11 Author Posted February 11 Definitely potential.| Download it locally for a bit better video quality, Google Drive compresses it even more than I already have. https://drive.google.com/file/d/1o80LaqXztIQONKrvQvGU7C3XxQriUZ8p/view?usp=sharing
MSM_Alice Posted February 11 Author Posted February 11 2 hours ago, chyoashaun said: Sorry for the late reply, as I was traveling. I do not get a notification for it ending, rather, the QoH says the player is mind broken at the same time the sound effect plays when they are beaten, in which I see the AAF show the scene is ending. There isn't an actual notification I get for it. I do have Violate Sex Scene Length Override (secs) set to the same length (120). I checked every add on that might affect the length, and all are set to the same value, 120. However, as I had mentioned, setting the AAF Duration autoend to 0, the issue is now resolved. Edit: I think I found the issue- I pulled out a timer / stopwatch, and it ending early when defeating is due to a whether it is getting flagged as a prostitution / charm scene or not. When ending early, I happened to see it briefly show the message for that timer being hit, and since the max in mcm that it can be set to, and after it happening a couple of times and seeing it end right at 60 seconds, that is what is occuring. Hmm... can you send a papyrus log from one of these events, when you can reproduce it? Or a screenshot of the message that appears?
JBakulaw Posted February 11 Posted February 11 23 hours ago, mk1234s said: Will there be a new "Stable_Release" version before the storyline? I'm still on version 0.9 (waiting new "Stable_Release"), as it's difficult to translate every "In_Development" version. You can use the "In development" version, it doesn't squash the v0.9 stable it adds/flesh out new features on it. Just read the requirements when installing: Playing mid game ok or hard restart
mercplatypus Posted February 11 Posted February 11 Just saw the videos you have for the opening quests. It's looking promising so far. 1
Mimirue17 Posted February 11 Posted February 11 videos are looking good so far - an actual decent reason to go to concord and helps explain how a housewife lawyer could hop in some power armor and have no issue using it. The actual plot Bethesda came up with has so many holes in it that is would sink in a puddle of water. 1
MSM_Alice Posted February 11 Author Posted February 11 (edited) I have a ask for someone who has a long playthrough of MSMA ( or even medium-length) one exclusively on a recent version of MSMA without mod upgrades from start of the playthroughgh to the savegame they use this for, and who has the music pack installed. Can you 1. - Enable papyrus logging and tracing 2. - Go to the MSMA MCM and press these two buttons that write play stats to the log 3. Send me that info ( or the papyrus log itself ?) and It would help me figure out : - Which music is playing and which music is not. And where we need more variation - What QoH lines are playing, and What QOH lines are not, and where we need more variation. Thank you! Edited February 11 by MSM_Alice
MSM_Alice Posted February 11 Author Posted February 11 (edited) I like doing these things more and more : ) This is gonna be so fun from the Meeting from the museum, now with perfect Lipsync, and Preston reaching a surprising conclusion https://drive.google.com/file/d/1_VXzWKBm4RpOC6_l6ciZZGhTXc-ssLVQ/view?usp=sharing ( and yes, some of the dialogue is different if you step in with a clean face ) https://drive.google.com/file/d/1iAJphtsBIrJUqG6Idi-gtHjpMGXEldFv/view?usp=drive_link Same if you kill the raiders with guns and not sexfight, dialogue will reflect that. Edited February 11 by MSM_Alice 1
MSM_Alice Posted February 11 Author Posted February 11 (edited) Let's do a test run, build with the story stub : Since this is a more controlled test for the new start/ story, a new game is kind of a must on this one. If you want to give me the stats on QOH lines or music play, please do it BEFORE yous ttart this new playthrough On this build, to help with testing on DevKeyNumber 2, you have "instantaneous win button on any sexfight" functionality. See download link 2 posts down Edited February 11 by MSM_Alice
Mimirue17 Posted February 11 Posted February 11 3 hours ago, MSM_Alice said: I have a ask of anyone who has any long standing playthrough of MSMA ( or even medium-length) who is on a recent version, and who has the music pack installed. Can you 1. - Enable papyrus logging 2. - Go to the MSMA MCM and press these two buttons that write play stats to the log 3. Send me that info ( or the papyrus log itself ?) and It would help me figure out : - Which music is playing and which music is not. And where we need more variation - What QoH lines are playing, and What QOH lines are not, and where we need more variation. Thank you! here you go! Papyrus.0.log
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