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Posted (edited)
21 minutes ago, mk1234s said:

Hi,

 

After surrendering to a group of raiders, a SFW (kissing) animation may occasionally trigger in the middle of a scene chain. This occurs when the main character and one actor are present. During this scene, the "SexFight" system is disabled, meaning the main character and actor do not flash blue. Enemies participating in this scene are not paralyzed. This scene can easily be ended early without penalty.

Parameter "SexFight works on NonSex-Tagged Animations" = 0

 

Is there any way to exclude SFW animations?

The animation choice in Violate is done by Violate. MSMA has little to do with it. 
There are some settings in the violate  MCM that allow you to filter non sex anims out, i belive, but I don't know them by heart.

Alternatively. 
If you want MSMA to also be able to do sexfight on non sex anims, you need to set that option for sexfight to work on non sex anims to 1. 

Edited by MSM_Alice
Posted (edited)
2 hours ago, Mimirue17 said:

ok got through the story arc - 1st issue is mq102 seems bugged now - Codsworth either does not search sanctuary or he gets stuck in the 1st building so either way you have to console forward to stage 50.

2nd issue is after moving to PA and you grab the minigun - the quest does not advance stage to defeat hostiles.   If you console command through the stages Preston and crew do not move from room you meet them.   Not sure if they are stuck which is blocking the quest from moving forward (quest min00) or if there is other issues.   I had removed a few mods to allow the full experience in sanctuary once they get there (sturges quests to build up sanctuary)

 

I will likely just go back to standard play and test the story arc on new games when they advance further.

Re-tested the entire thing from the top, new playthrough, also on 1.0451, Codsworth moved through the sanctuary killing bugs  with no issue, the mission in Concord went smoothly, all stages, including them starting towards Sanctuary and arriving there.
Could those few mods removed have been the cause of the vanilla mission being affected?

I do no edits on vanilla missions, only monitoring.

 


Did anyone else experience that?

Edited by MSM_Alice
Posted

ok did a total scrub of ini files (sadly forgot to re-enable papyrus logging....) went into bethesda.net and disabled the creation I turned off there (settlement reborn which probably was the navmesh issue) as its a newer creation I could not access it through the 163 version creations so had to do it externally.   

 

Also downgraded AAF back to 1.1.2 as I do not really see any advantage in using 1.1.5 as if was screwing up the flycam with no actual benefits.   

 

Also removed DC expansion and the slew of mods that go with it.   It is known to have compatability issues due to the extensive changes it makes so just to be sure ditched it (you can not use the stripper pole in Red Seat without doing the Slavery quest so did not really see the point - hopefully can figure out a way to do that in the future).   Not sure why but I could could not get the vault door unlock animation to play with this installed - why it was affecting the vault I have no idea, but removing it and it worked right away.

 

Ran new start on 438 - no issues or crashes.  Did all quests in concord - all Wedge quests to set up Sanctuary, and prostitution for cash to bimbo level to 1 - like the new line when they pay extra - make it rain....on my ass :P

 

was going to give you the log for that session....but forgot to turn it back on....sorry

Posted (edited)
1 hour ago, Mimirue17 said:

ok did a total scrub of ini files (sadly forgot to re-enable papyrus logging....) went into bethesda.net and disabled the creation I turned off there (settlement reborn which probably was the navmesh issue) as its a newer creation I could not access it through the 163 version creations so had to do it externally.   

 

Also downgraded AAF back to 1.1.2 as I do not really see any advantage in using 1.1.5 as if was screwing up the flycam with no actual benefits.   

 

Also removed DC expansion and the slew of mods that go with it.   It is known to have compatability issues due to the extensive changes it makes so just to be sure ditched it (you can not use the stripper pole in Red Seat without doing the Slavery quest so did not really see the point - hopefully can figure out a way to do that in the future).   Not sure why but I could could not get the vault door unlock animation to play with this installed - why it was affecting the vault I have no idea, but removing it and it worked right away.

 

Ran new start on 438 - no issues or crashes.  Did all quests in concord - all Wedge quests to set up Sanctuary, and prostitution for cash to bimbo level to 1 - like the new line when they pay extra - make it rain....on my ass :P

 

was going to give you the log for that session....but forgot to turn it back on....sorry

Thank you.
Is there something that gave you pause for thought and made you not use 1.0451 from the main page?
Has an important fix when compared with the older version  ( a weird branch on the joy cutscene with Marina, there is a branch of the four dialogue options  that did not unlock joy, three others are okay  - anyway that is fixed  on 1.0451).

Edited by MSM_Alice
Posted
11 minutes ago, MSM_Alice said:

Thank you.
Is there something that gave you pause for thought and made you not use 1.0451 from the main page?
Has an important fix when compared with 1.048 ( a weird branch on the joy cutscene with Marina, there is a branch of the four dialogue that did not unlock joy, three others are okay  - anyway that is fixed  on 1.0451.

Did not see it, got home and was working on cleaning the files and hoped right into game.

Posted (edited)

I figured out a pipeline for proper, small SWF files for quest illustrations, properly vectorized ( not bitmaps packaged in SWF files that were only working in the Pip-Boy but not on the hud)  with tools that are actually open source.
In theory, I could also do animations, but I would rather work on actual quest content and leave those static.

Questimage.jpg

 

Using inksape to trace the bitmaps, then the JPEX free flash decompiler to put together the SVG's in a SWF

tool.thumb.jpg.18180e4f2270bf1322d6f80586974ca7.jpg

Edited by MSM_Alice
Posted

Hi,

 

I'll keep you posted on the bug. If you prostitute yourself to Doc Crocker in Diamond City, after returning to basement from shack, he'll open fire and, consequently, rape.

Mod version 0.9

-----

Is prostitution for 2000 caps implemented in version 0.9?

 

Posted (edited)
12 hours ago, mk1234s said:

Hi,

 

I'll keep you posted on the bug. If you prostitute yourself to Doc Crocker in Diamond City, after returning to basement from shack, he'll open fire and, consequently, rape.

Mod version 0.9

-----

Is prostitution for 2000 caps implemented in version 0.9?

 

I think that is tied to the later quest with Doc Crocker, when you are not allowed in the basement except when he permits you to, and he sees the return from the shack as an unauthorised entry ( because you return there out of business hours), so he opens fire.
The solution is to not prostitute yourself to the doctor with a shack trip while he is in his basement, only on the spot. 

Asking upfront for 2k will always end things.
The only way to get 2k is to ask for 1k and then perform far above expectations.
I think the path to 1k (which yields 2k on a good performance)  was implemented in prelude, but since it involvedsmultiple customers, it's not accessible unless you are a bit more of a bimbo, more enthusiastic, and/or have a bit of a gangbang craving. 

Edited by MSM_Alice
Posted (edited)
15 hours ago, jpee1965 said:

Color me IMPRESSED!

Thank you.

 

 

The thread's been a bit quiet lately as I am working on a more natural/expanded prostitution flow where the options are not only " remote shack, or right here", and also there are more natural reactions from the public ( and " the law") to public acts. 

 

  • - The player can ask the customer to follow to a more secluded back alley instead of just having sex on the spot, 
    • if the back alley is not secluded enough, " the law" can still find you and fine you on their patrols
  •  . The remote shack path will be split into two paths: player chosen remote location and customer-chosen remote location. The player will eventually be able to rent a room in dugout inn or Hotel Rexford, if they don't want to go to the remote shack / seedy basement. Will have a rent cost, but it will be safer. 
  •  The remote shack will stay free, actually have some danger scenarios ( as it is normal, following psychotic men to an abandoned shack should be  DANGEROUS )
  • Have also worked at "customer + wingman"  approach, for both social comments and prostitution, so three-way dialogue scenes and threesomes can be an emergent situation too ( not just in the remote shack) , but that adds a bit too much complexity and so many corner cases... might not release that. We'll see.


It is challenging because while I can make it work, there are some things that mess with the base AI packages of the NPC and they don't revert smoothly to their proper natural state after ( even with Evaluatepackage), so I need to do more digging.  Have learned a lot more about AI packages, aliases, reserved aliases, AI packages on aliases, AI packages on scenes, 


The customer keeps wanting to walk away as I am debugging exactly what breaks their AI package on return ( because on some prostitution scenarios, the partners don't resume their patrol after),  so I suspended some of my own AI suppressors and AI packages on him for this test.

I think the problem is tied to aliases with allow reserved, and unfortunately, the mix of factors might mean that, on the next public version, a new game will be needed once again, as I overhaul the systems.


Here's a video preview.
Ignore the extra popups with the cyptic info there are there for me so I know what is happening in the scripts.
And the strange echo on the first-person voice is because OBS was recording both the system sound and the game sound, but with a tiny offset, and i didn't notice that when recording the preview...  but in-game, it sounds normal.

For better video quality, download the MP4 locally;  I've already compressed it to preview quality, but Google compresses it a LOT.
https://drive.google.com/file/d/1yTF2pW3MP6enMkAPuYSdVpGOwVGhV9W-/view?usp=drive_link


I am a bit miffed that falltalk does not properly generate lip motions for laughs and coughs, and non-verbal things like that :) . But the quality of the voice makes up for that. 
@Mimirue17 You might notice I am using one of your looks profiles that you sent a while ago for this test :)

 

Edited by MSM_Alice
Posted

Tried 1.0451 on a new game (NG 1.10.984) and it worked well until the actual end of the story.

 

On another subject, watched your last video and it's impressive. Congrats !

Posted
4 hours ago, krighaur said:

Tried 1.0451 on a new game (NG 1.10.984) and it worked well until the actual end of the story.

 

On another subject, watched your last video and it's impressive. Congrats !

Thank you.  I don't have as much time to test on NG as I would want, very much appreciated!

Posted
8 hours ago, MSM_Alice said:

Thank you.

 

 

The thread's been a bit quiet lately as I am working on a more natural/expanded prostitution flow where the options are not only " remote shack, or right here", and also there are more natural reactions from the public ( and " the law") to public acts. 

 

  • - The player can ask the customer to follow to a more secluded back alley instead of just having sex on the spot, 
    • if the back alley is not secluded enough, " the law" can still find you and fine you on their patrols
  •  . The remote shack path will be split into two paths: player chosen remote location and customer-chosen remote location. The player will eventually be able to rent a room in dugout inn or Hotel Rexford, if they don't want to go to the remote shack / seedy basement. Will have a rent cost, but it will be safer. 
  •  The remote shack will stay free, actually have some danger scenarios ( as it is normal, following psychotic men to an abandoned shack should be  DANGEROUS )
  • Have also worked at "customer + wingman"  approach, for both social comments and prostitution, so three-way dialogue scenes and threesomes can be an emergent situation too ( not just in the remote shack) , but that adds a bit too much complexity and so many corner cases... might not release that. We'll see.


It is challenging because while I can make it work, there are some things that mess with the base AI packages of the NPC and they don't revert smoothly to their proper natural state after ( even with Evaluatepackage), so I need to do more digging.  Have learned a lot more about AI packages, aliases, reserved aliases, AI packages on aliases, AI packages on scenes, 


The customer keeps wanting to walk away as I am debugging exactly what breaks their AI package on return ( because on some prostitution scenarios, the partners don't resume their patrol after),  so I suspended some of my own AI suppressors and AI packages on him for this test.

I think the problem is tied to aliases with allow reserved, and unfortunately, the mix of factors might mean that, on the next public version, a new game will be needed once again, as I overhaul the systems.


Here's a video preview.
Ignore the extra popups with the cyptic info there are there for me so I know what is happening in the scripts.
And the strange echo on the first-person voice is because OBS was recording both the system sound and the game sound, but with a tiny offset, and i didn't notice that when recording the preview...  but in-game, it sounds normal.

For better video quality, download the MP4 locally;  I've already compressed it to preview quality, but Google compresses it a LOT.
https://drive.google.com/file/d/1yTF2pW3MP6enMkAPuYSdVpGOwVGhV9W-/view?usp=drive_link


I am a bit miffed that falltalk does not properly generate lip motions for laughs and coughs, and non-verbal things like that :) . But the quality of the voice makes up for that. 
@Mimirue17 You might notice I am using one of your looks profiles that you sent a while ago for this test :)

 

That seems an issue with DC in general.   There are so many scripts running on the NPC's there that alot of mods break when you try to take them out of their schedules.    I think the 2nd scene might have broken the 1st scene ending properly but its hard to say. 

Love the direction its headed in, always wanted a bimbo solution to problems like there was in Skyrim, you could always 'talk <cough>' your way out of almost everything.

Posted
On 2/12/2026 at 4:35 PM, MSM_Alice said:

Re-tested the entire thing from the top, new playthrough, also on 1.0451, Codsworth moved through the sanctuary killing bugs  with no issue, the mission in Concord went smoothly, all stages, including them starting towards Sanctuary and arriving there.

 

Codsworth being buggy can be many things. Highly recommend SKK BOS Fast Start to avoid this and the notoriously buggy Valentine quests.

Posted (edited)
8 hours ago, Olmech said:

 

Codsworth being buggy can be many things. Highly recommend SKK BOS Fast Start to avoid this and the notoriously buggy Valentine quests.

suspect the weird issues I have had with Codsworth not completing his search protocols and the vault door animation not playing are Creation Club conflicts.   I am currently downloading a fresh install which will be downgraded back to 163 without any creation club files.  I have a separate copy of the ones I want to keep and will put those in manually after everything is cleaned up.   I tested this by removing all creation club files and killed all the bugs in Sanctuary before talking to him and he now has the option - I already looked, they are not here - which was not present on the last 3 clean starts.   I also had the vault door fail to function 3 times which is something new that has never happened until last week, like never before in all the years I have played the game....Downgrading just takes a bit of time - and then reinstalling all the mods.   Hopefully have cleaner log files when its all done.

 

edit: it could be a conflict with some CC file and the latest version of this mod - as this only became an issue with the latest Dev versions.   It is very hard to determine, but over 80% of the CC files are never used so why bother having them installed was my thinking.

Edited by Mimirue17
Posted

Hello

 

I like the 2 quest for the dildo...

when do you think you will add the next quest ?

 

the new prostitution system is good i think

 

i wish to have more bimbo path (raider bitch, mutant milk moma, beast fuker/tamer,succubus bimbo)and i now we are lock with only 4 dialogue choise

so what do you think about a new npc or marina proposing to switch path ?

 

oh and for the craving i really wish to have something like that (its a skyrim mod)

 

An now i'm really like a kid waiting for a candy lol ^^ 

 

Posted (edited)
14 hours ago, renhoff said:

Hello

 

I like the 2 quest for the dildo...

when do you think you will add the next quest ?

 

the new prostitution system is good i think

 

i wish to have more bimbo path (raider bitch, mutant milk moma, beast fuker/tamer,succubus bimbo)and i now we are lock with only 4 dialogue choise

so what do you think about a new npc or marina proposing to switch path ?

 

oh and for the craving i really wish to have something like that (its a skyrim mod)

 

An now i'm really like a kid waiting for a candy lol ^^ 

 



Well, I want to finalise this expanded prostitution system and test it, then probably add the quests for the remaining two dildos. 

The good news is that I found what was holding me back, and corrected it. Now the NPC ( customers or guards)  pulled into this longer prostitution chain of events, don't forfeit their base AI packages anymore; they return to their normal behavior at the end :). with this occasion I also introduced more failsafes to prevent NPC from key scenes being pulled away from their scene by this system.



So I need to tidy that up, expose some parameters for in the MCM, and make the expanded prostitution flow releasable. 
Then I want the upgrade systems to treat the procedural system upgrades and story rail upgrades as two separate things, as I don't want everyone to start a new game each time I add some bits to the story rail if they are not interested in the story rail.

So MSMA Procedural systems will likely be very upgradable and auto-upgrade most of the time. 
MSMA Story rail will only upgrade if using a save that was created when receiving instructions to do so, before the end of the previous mod version/rail.


Then I want to finalize the quest chain for the four dildos, as it should go like this
- Joy- Unlocked when first talking with Marina
- Courage - Unlocked after agreeing to save Preston and crew from Concord ( classic way or sefxight way)  [this is where it ends now]
-  To be built :  Harmony - Unlocked after helping Sturges build up Sanctuary (bimbo path or non bimbo path, does not matter) 
-  To be built :  Zen unlocked ( not sure yet)  either after Preston reaches sanctuary OR  after solving the "First steps" quest for Preston  (settlers at Tenpine bluff, Bimbo way, or non bimbo way). I will see if I can make a path for that if you refuse to help Preston, and just happen by that settlement haphazardly.


When exatctyly I will have time, depends on a lot of factors. 

Edited by MSM_Alice
Posted
1 hour ago, renhoff said:

Hello

 

I like the 2 quest for the dildo...

when do you think you will add the next quest ?

 

the new prostitution system is good i think

 

i wish to have more bimbo path (raider bitch, mutant milk moma, beast fuker/tamer,succubus bimbo)and i now we are lock with only 4 dialogue choise

so what do you think about a new npc or marina proposing to switch path ?

 

oh and for the craving i really wish to have something like that (its a skyrim mod)

 

An now i'm really like a kid waiting for a candy lol ^^ 

 


The mod does have something in that direction, but it is not visual but auditory. The craving-specific  music you hear is context-based on cravings :)

Posted (edited)

The new test version with the expanded prostitution flow from the video above is here:. 
1.0460


The new option with " follow me to a more secluded spot" works anywhere

However, "the law" only tries to punish public sex in Diamond City ( default on)  and Goodneighbour ( default off, toggleable in MCM)


Unfortunately, because of the changes to the base system, it requires a new game once more. 
But future versions should be able to independently update the story rail and the procedural systems

Edit: see download link below. 

Edited by MSM_Alice
Posted (edited)

Yes. For a usual  MSMA+ NukaRide combo, upon vault exit: 

- Talk with Misty
- Talk with Duke if the Norita route  (or later with the bot at Drumlin  diner if you are doing the Nora route) 
- When appropriate, visit Marina via an implant-based  "town portal". (I think it should work)
Joy, you can get by simply teleporting to and back to Marina. 

So that one you have.


The other three are indeed for later, when you can go to the Commonwealth as part of the Nuka Ride quest/story systems. 
I think you can even do the Preston saving quest and build up Sanctuary when you go back for the motorcycle to Diamond City. You can just avoid asking the Nukatron to take you back until you go to Concord and sort things out.


Now technically, you can also:
- Unlock  the dildos via console commands
- travel to the commonwealth from NR and back via console commands

But that can be immersion-breaking.

Would you prefer to have some way to sneak out of Nuka ride to visit the Commonwealth prior to that point?
Like a teleport, that is more permanent and not just "hold" when you are in Marina's proximity?
 

Edited by MSM_Alice
Posted
32 minutes ago, MSM_Alice said:

Yes. For a usual  MSMA+ NukaRide combo, unpot vault exit: 

- Talk with Misty
- Talk with Duke
- When appropriate, visit Marina via an implant-based  "town portal". (I think it should work)
Joy, you can get by simply teleporting to and back to Marina. 


So that one you have.
The other three are indeed for later, when you can go to the Commonwealth as part of the Nuka Ride quest/story systems. 
I think you can even do the preston savinfg quest and building up the sanctuary when you go back for the motorcycleto diamond city, you can just avoid asking the nukatron to take you back until you go to concord and sort things out.


Now technically, you can also:
- Unlock  the didldos via console commands
- travel to the commonwealth via console commands

But that can be immersion-breaking.

Would you prefer to have some form of way tocneak out of Nuka ride to visit the commonwealth prior to that point?
Like a teleport, that is more permanent and not just "hold" when you are in Marina's proximity?
 

I would suggest to talk to Misty - then Marina then go back to the vault door and talk to Duke (he will follow you to Marina and back).   I only get the tongue piercing, Hair Brush, Make-up Kit and Perfume bottle and then console command 'help cleaning' to give some cleaning napkins as you do not have any caps yet.   As you level bimbo you can just coc Sanctuary (do not recall if you have to add ext or not, sorry), level up with Marina then fast travel back to NukaWorld or the Farm - worst case just just help to find the coc location for farm or town entrance.   When I did the Norita route I did not gain a bimbo level until I was able to use the scooter so it was pretty easy to just use that time to see Marina which was more immersive then just leaving and popping back in like an alien.

Posted

Speaking of immersion and the story, might I suggest you follow in JB's footsteps and create the story based on a 'young vault dweller' instead of Nora.   I know he found that much easier to not be restricted by back story and I feel the same works very well now that is an option.  

 

for example, I use Start Me Up Redux - use the 3rd option and choose I just stepped into the vault as the bombs were falling option.   When Talking to Misty I select the non - Nora route and go on from there.   

The whole Nate was a cheating bastard and Shaun is the head of a criminal organization that kidnaps people is a little over the top and probably not really needed to coerce the player into following along.   I would just focus on being a young vault dweller who is kinda clueless about what to do now that her family is dead and she is all alone in a crazy world.   All the generic lines still work - you did live in Sanctuary 200 years ago, you are a vault dweller and all your family and friends are now dead.   

Last time I did it you have 2 paths you can follow with Codsworth - you can flat out say you have the wrong person and he just suggests to go to Concord as there are people there.  Or you can play along a little bit and still get the generic path of discussion with him with a few changes to your dialogue choices - it all plays out fairly normal for someone meeting him for the 1st time besides him handing you the holotape from Nate.

 

as a side note - removing all the creation club files that were included in the Bundle pack seems to have cleared up any issues I had with vault door animation and Codsworth behavior so that is a positive thing - though that does point out that there might be a conflict somewhere with the Dev versions and one of those bundle Creation Club items.

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