MSM_Alice Posted February 18 Author Posted February 18 (edited) I think something is off with solo acts in the remote shack Focused too much on what happens outside, and to protect their ai, I think their ai takes them out of the shack as soon as they get there. a 1.0461 might be needed. Edit: It was specific to actors that were being pulled in other scenes. Still, some extra safety layers can't hurt. Edited February 18 by MSM_Alice
MSM_Alice Posted February 18 Author Posted February 18 (edited) Fixed shack version here: It is a bit strange that the customer stays a bit frozen at the start when they get to the shack, but it is preferable to the other bugs that would happen if his ai wasn't disabled there and he'd run back (until I find a more elegant solution). Also addressed missing audio from the end of the scene when the law has to be " persuaded" not to fine you. Now the audio should be present for that part as well. Perfectly upgradable from 1.0460 at any time. MSMA_Act1_[In_Dev_StoryMode]_1_0461.zip Edited February 18 by MSM_Alice
JB. Posted February 18 Posted February 18 (edited) 5 hours ago, MSM_Alice said: 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) I can make Duke ask to speak to Marina first if my mod finds these conditions: MSMA is installed. The player has not yet spoken to Misty (I need some quest and a stage here to check). Once you have spoken to Misty, Duke will return to his original line. And if you have any lines of dialogue (for Duke) to guide the player to Misty, that would be great. Duke's package will follow the player, btw, almost as if accompanying you to Marina. Edited February 18 by JB. 2
hiono Posted February 18 Posted February 18 6 hours ago, MSM_Alice said: 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? I think the one in Nuka ride is probably enough as i already sneak out with the vespa and it feels like a good spot in the story to do it. 1
MSM_Alice Posted February 18 Author Posted February 18 (edited) I have a new version for the main page ( but this is a time of day when LL does not really let me upload it, so here it is on gdrive) Edit : upload finally worked, mod now on the main page. Changelog 1.0462 Expanded Charm and prostitution system with New Option to ask the customer to follow player to find a more out on sight spot for "Activities". Remote shack: option to go to a NPC suggested remote location, or a player suggested remote location (for now they both lead to the same cell, but they will split in the future. For instance the player will be able to use use their Diamond city home, or a rented room in hotel Rexford or Dugout Inn, instead of a dangerous abandoned basement). Spicy Activities done in public, if done in an area with guards, if observed by guards, might be interrupted by said guards, and player might be scolded and fined. (Player can try and seduce the guards from get out of being fined) . For now this is possible only in Diamond City and Goodneighbor. By default Diamond city sex crime is turned on, Goodneighbor is by default turned off ( but can be turned on in MCM). Added MCM variables to tune the above. Added some quests illustration to a few MSMA specific quests Added more voice lines Corrected voice related dialogue bugs Tweaked the Marina scene/discussion on the taste of things , so that is takes into account the alt start choice, and there's no mention of the late husband. Edited February 18 by MSM_Alice 1
MSM_Alice Posted February 18 Author Posted February 18 (edited) 18 hours ago, JB. said: I can make Duke ask to speak to Marina first if my mod finds these conditions: MSMA is installed. The player has not yet spoken to Misty (I need some quest and a stage here to check). Once you have spoken to Misty, Duke will return to his original line. And if you have any lines of dialogue (for Duke) to guide the player to Misty, that would be great. Duke's package will follow the player, btw, almost as if accompanying you to Marina. Thank you so much. Happy to offer all the data, Global variable that reflects the choice the player made at the start (I want to run the mod/ do not want to run the mod) MSMA_AllowedToRunGlobal GlobalVariable - 1.0 - MSMA mod is allowed to run - 0.0 - Not yet decided. - -1 (Minus 1) MSMA user- Denied from running. Formid: xx0468A1 The quest that starts after the mod is okayed to run is: MSMAMysteriousScientistDialogue Formid xx001Ed5 Stages Stage 0 running ( set just after the player chooses " allow to run " in that popup Stage 1: Misty said her intro line Stage 5: Player has chosen Vanilla Route in convo with Misty Stage 6: Player has chosen Alt Start in convo with Misty Stage 10: Misty began her long diatribe ... When Misty finishes her diatribe, the torch is passed to the QOH manager quest for the chat with QoH MSMA_QOH_Manager Formid: xx00E162 Stages Stage10: Set when Misty is done. Start the first conversation with QOH ( the voice in the head) immediately as Misty disappears Stage20: Ended the conversation with QOH ( the voice in the head) ... Player now has an activated implant menu and is now free to return and talk with Duke or do whatever they want. If the rail story mode is activated, now is when the player also receives the quest to meet Marina, the agent, but really, they can do so at any time later, at this point, they can even teleport to her using the implant The visible quest ("Dawn of Bimbos|") that the player sees in the pipboy and has the visible objectives illustration, and whatnot is the story rail quest. MSMA_VisibleQuest Formid: xx00b53E This one does not run if the player chooses they do not want a story-on-rails, but only the procedural mechanics. The other two above are "core" and they also run when only the procedural system are started/used. I think, though, there are plenty of options. I mean, Marina has her own town portal system at this point ( yes, with a CVT cost, but still) And unlike Marina who is further down by the creek, Misty is RIGHT THERE, hard to miss. Now even has a quest marker . And well within the range that does not "Deactivate" the Norita route. I had no problem to talk with Misty ( and QoH it is a 2-in-one) and then turn around and talk to Duke, Brett and Monique appeared as normal. Went to their farm then used the implant, portaled to Marina got my toys, then portaled back to the farm ( yes incurred a bit of a CVT cost but not doing that every day). Edited February 19 by MSM_Alice 1
JB. Posted February 19 Posted February 19 I haven't actually changed anything in the MCM, but I already have this in my MCM settings. I just started a game to test Duke. fGameTimeSlot1=0.673124 Is this okay?
chyoashaun Posted February 19 Posted February 19 Just curious, is there a way to tone down the number of piercings needed to reduce the desire to be pierced? I don't mind needing to get a few here and there, but I had a playthrough where I was only at bimbo level 3 (or possibly 4) and needed 10 face piercings to get it to stop showing more were needed, to stop the piercing music from playing so much. Or, a way to just ignore piercings craving music from playing outright? I'm sure some people like having a face full of metal, but for me seeing more than 4-5 is a bit much. 1
JB. Posted February 19 Posted February 19 Done! Version 6.9.5c have a little soft compatibility. Spoiler I like things to be guided by dialogue rather than message boxes, so it seemed natural for Duke to guide you to Missty if he detects her. Spoiler This scenario only happens if you are outside Vault 111, not other place. Spoiler I also updated my voice file to version 3.2 just to include Duke's new lines. 3
Hellovvorld Posted February 19 Posted February 19 I was gonna start a new playthrough yesterday and thought "Hey, its about time @MSM_Alice drops a new banger update. Give a day or two." Who's laughing now? Get some sleep, @MSM_Alice! Much love. 1
Mimirue17 Posted February 19 Posted February 19 1 hour ago, JB. said: Done! Version 6.9.5c have a little soft compatibility. Hide contents I like things to be guided by dialogue rather than message boxes, so it seemed natural for Duke to guide you to Missty if he detects her. Hide contents This scenario only happens if you are outside Vault 111, not other place. Hide contents I also updated my voice file to version 3.2 just to include Duke's new lines. That's pretty awesome you already patched in Duke to this, amazing to help support Mods like this that also work well with your mods! 2
MSM_Alice Posted February 19 Author Posted February 19 4 hours ago, chyoashaun said: Just curious, is there a way to tone down the number of piercings needed to reduce the desire to be pierced? I don't mind needing to get a few here and there, but I had a playthrough where I was only at bimbo level 3 (or possibly 4) and needed 10 face piercings to get it to stop showing more were needed, to stop the piercing music from playing so much. Or, a way to just ignore piercings craving music from playing outright? I'm sure some people like having a face full of metal, but for me seeing more than 4-5 is a bit much. Right now no, but there's no real draw back to that craving, aside it appearing listed. I'll add a slider. Even if you can't turn the craving itself off the only effect is the music and you can already dial down ( or even turn off) the piercing based craving music independently of the others in the MCM music menu.
JemappelleRedacted Posted February 19 Posted February 19 On 2/12/2026 at 10:27 PM, MSM_Alice said: I am not operating on NG, so I don't want to assume things. Looksmenu issue is also available on OG, overrides the looksmenu player rotation mod, and also affects vanilla methods such as barbers. On 2/12/2026 at 10:18 PM, Chubrikone said: Could Screen Archer Menu mess with it? It has Looks Menu functionality but when I use it there is not camera zoom to the character, so I have position my PC at a good angle before using it Relatively certain I had the issue before my installation of SAM and Photomode. If you add https://www.nexusmods.com/fallout4/mods/62872, then when you use looksmenu from SAM it'll have new position and zoom functionality. If I recall correctly, https://www.nexusmods.com/fallout4/mods/49997 allows you to move the camera in SAM mode too, but not in the looksmenu interface. 1
MSM_Alice Posted February 19 Author Posted February 19 (edited) 5 hours ago, JB. said: Done! Version 6.9.5c have a little soft compatibility. Reveal hidden contents I like things to be guided by dialogue rather than message boxes, so it seemed natural for Duke to guide you to Missty if he detects her. Reveal hidden contents This scenario only happens if you are outside Vault 111, not other place. Reveal hidden contents I also updated my voice file to version 3.2 just to include Duke's new lines. Thank you, that is AWESOME! Is there a global variable or similar in NR, where I can check without a doubt from a papyrus script if the current version of NR esp file is 6.9.5c or higher? If I detect that, I could auto suppress the MSMA popup at the start that was offering guidance in this regard, since the guidance is now in-game directly from Duke. Or even ad a QoH extra line with : " I wonder what does that eyebot back there want from you..." or similar. fGameTimeSlot1=0.673124 in the mcm setting is okay and normal, the mod tracks two timestamps, to establish the unique identity of a character, and that survive loading save games, even even previous saves. fGameTimeSlot1 is established when one talks for the first time with Misty. fGameTimeSlot2 is established when one talks the first time with Marina. Those two combined with the player name check (but probably I might revisit the player name condition since that can be player-changed) is what establishes the consistent cross-save game identity of a certain Bimbo playthrough, and they get stored in the mod's MCM ini. The mod tracks up to 4 different concurrent identities/playthroughs . If new identities beyond 4 are established, the oldest one is forgotten and their "transgressions" with the bimbo tribunal are auto-forgiven. However right now I think very few use the save flow system for " hardcore" playthroughs, where transgressions are remembered across save games. Thank you again Edited February 19 by MSM_Alice
MSM_Alice Posted February 19 Author Posted February 19 (edited) 8 hours ago, Hellovvorld said: I was gonna start a new playthrough yesterday and thought "Hey, its about time @MSM_Alice drops a new banger update. Give a day or two." Who's laughing now? Get some sleep, @MSM_Alice! Much love. Thank you. I don't like it either when I have to do updates that require a new game, but there were some aspects about building and updating the main story rail bit by bit that I wasn't accounting for. Had to do some structural changes, so from now on, there should be less of that in the future, as procedural gameplay systems and mini side-quests can now be updated independently of the main story arc/rail. The MSMA main story rail will have a warning pop-up at the end of the rail, so players know to keep a save from that moment, if they want to pick the story up again at the next story update from where they left it. If the player moves past that moment, in their playthrough of the MSMA mod, the mod will let the player know that the story is done, and that it will revert to "procedural systems and side-quests only, no main story rail" working mode, so things can progress further. From that moment on, that playthrough will be flagged as a normal "procedural systems and side-quests only" playthrough. The mod will also have a warning pop-up on update, if the playthrough being upgraded is a "procedural systems and side quests" only one, so the player remembers that they are on a "procedural systems and side quests only" playthrough, and that they won't see the main story arc additions. If the playthrough being upgraded is a valid main story playthrough, and not just a "procedural systems and side quests only" one, then the story upgrader will check what is the status of the main story is, and the main story " rail extension" can be done seamlessly. Edited February 19 by MSM_Alice
MSM_Alice Posted February 19 Author Posted February 19 1 hour ago, JemappelleRedacted said: Looksmenu issue is also available on OG, overrides the looksmenu player rotation mod, and also affects vanilla methods such as barbers. Relatively certain I had the issue before my installation of SAM and Photomode. If you add https://www.nexusmods.com/fallout4/mods/62872, then when you use looksmenu from SAM it'll have new position and zoom functionality. If I recall correctly, https://www.nexusmods.com/fallout4/mods/49997 allows you to move the camera in SAM mode too, but not in the looksmenu interface. Thank you and yes exactly. I do use Looksmenu on OG, just that I am not seeing the odd camera positioning at all on OG. That is why i had assumed it might be specific from Looksmenu NG or from other mods. If I am not seeing it it is hard to blind-compensate for it. 1
Chubrikone Posted February 19 Posted February 19 Thinking to start a NR playthrough today, I was wondering a couple of things, if I get tattoos/piercings/nails from the NR story, do they apply also as appearance factor for MSMA? And the NR outfits, should I convert them at Marina's trunk every time I level up? And then, speaking of Hypersexual outfits, is there any benefit to convert various pieces if wearing modular outfits to the current Bimbo level, or having just one is enough. 1
MSM_Alice Posted February 19 Author Posted February 19 (edited) 22 minutes ago, Chubrikone said: Thinking to start a NR playthrough today, I was wondering a couple of things, if I get tattoos/piercings/nails from the NR story, do they apply also as appearance factor for MSMA? And the NR outfits, should I convert them at Marina's trunk every time I level up? And then, speaking of Hypersexual outfits, is there any benefit to convert various pieces if wearing modular outfits to the current Bimbo level, or having just one is enough. Tattoos and piercings : - Only the ones applied by MSMA modules ( via Marina or by enemies that place depreaved tattoos via MSMA's system) matter for MSMA scores. - The ones from Music's store in NR are independent and are not currently taken into account for MSMA scores or cravings. Clothing - if NR is present when MSMA is started, all pornstar clothing from NR counts as Hypersexual gear of Bimbo level 2, without needing to go through the transformation trunk, no matter how it is obtained. You might get them to work at levels other than the bimbo level 2 if you put them through the transformation trunk (I did not think to check that). But by default, they are all considered bimbo level 2 items that work as they are, no matter where you got them from. - just one piece is enough ( there are no additional benefits right now from multiple pieces). Edited February 19 by MSM_Alice
Chubrikone Posted February 19 Posted February 19 34 minutes ago, MSM_Alice said: Tattoos and piercings : - Only the ones applied by MSMA modules ( via Marina or by enemies that place depreaved tattoos via MSMA's system) matter for MSMA scores. - The ones from Music's store in NR are independent and are not currently taken into account for MSMA scores or cravings. Clothing - if NR is present when MSMA is started, all pornstar clothing from NR counts as Hypersexual gear of Bimbo level 2, without needing to go through the transformation trunk, no matter how it is obtained. You might get them to work at levels other than the bimbo level 2 if you put them through the transformation trunk (I did not think to check that). But by default, they are all considered bimbo level 2 items that work as they are, no matter where you got them from. - just one piece is enough ( there are no additional benefits right now from multiple pieces). Thank you, I am not sure but I think I noticed that wearing multiple bimbo clothing is getting up my appearance factor. Just Deleted my old save to upgrade to 462 so I have to check it again. Does the appearance factor matter for anything, for example is there any difference between 1400 and 1450 for the gameplay?
MSM_Alice Posted February 19 Author Posted February 19 2 hours ago, Chubrikone said: Thank you, I am not sure but I think I noticed that wearing multiple bimbo clothing is getting up my appearance factor. Just Deleted my old save to upgrade to 462 so I have to check it again. Does the appearance factor matter for anything, for example is there any difference between 1400 and 1450 for the gameplay? Lowers AP costs score, and a few other things. Ofcourse a 50 value between 1450 and 1400 is not that meaningful of a difference as it is for 200 to 250.
MSM_Alice Posted February 19 Author Posted February 19 (edited) Downloadablemusic (writing it this way so you can search for it as a single word and find this post) Link compedium from pages 1 to 100 of this thread, so you don't have to hunt them down. (pages 100 to 120 at a later date). First collection post on page 30 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/33/#findComment-7078881 Individual posts beyond page 30 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/33/#findComment-7080680 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/33/#findComment-7080682 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/47/#findComment-7105965 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/48/#findComment-7106995 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/50/#findComment-7110460 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/52/#findComment-7113076 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/52/#findComment-7113781 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/57/#findComment-7120146 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/58/#findComment-7121056 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/73/#findComment-7144899 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/74/#findComment-7147921 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/76/#findComment-7148763 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/77/#findComment-7152639 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/79/#findComment-7155004 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/79/#findComment-7155338 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/82/#findComment-7162315 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/82/#findComment-7163044 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/82/#findComment-7163194 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/82/#findComment-7163942 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/82/#findComment-7164027 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/84/#findComment-7176931 https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/84/#findComment-7177676 SJ experiments https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/25/#findComment-7058531 Edited February 19 by MSM_Alice 2
chyoashaun Posted February 19 Posted February 19 (edited) 8 hours ago, MSM_Alice said: Right now no, but there's no real draw back to that craving, aside it appearing listed. I'll add a slider. Even if you can't turn the craving itself off the only effect is the music and you can already dial down ( or even turn off) the piercing based craving music independently of the others in the MCM music menu. I will double check the piercing craving cooldown scale, as i thought i had set that to 0 in the past and was still getting music playing for it, but may have incorrectly set it. Really, that is the only thing I was trying to get to stop, as I would get that craving music to play 90% of the time, even with multiple cravings present and all set the same. Also, I am not in front of my computer so I cant check, but I thought I saw a dildofriends music setting. Just curious, (and maybe as suggested item), could music / craving also trigger for dildo usage? Say, if the player hit a threshold (such as drops below X willpower / self esteem or rep / arousal exceeds X value) it has a chance to trigger music or a craving? I like to do some realism (I disable sex fight colors and critical hit sounds, and base everything off of moans), and try to refrain from looking at sex attribute stats or even your apps stats page, and would add interesting realism if a craving would pop / music play if a player needs a stat correction. Edited February 19 by chyoashaun 1
MSM_Alice Posted February 19 Author Posted February 19 (edited) 25 minutes ago, chyoashaun said: I will double check the piercing craving cooldown scale, as i thought i had set that to 0 in the past and was still getting music playing for it, but may have incorrectly set it. Really, that is the only thing I was trying to get to stop, as I would get that craving music to play 90% of the time, even with multiple cravings present and all set the same. Also, I am not in front of my computer so I cant check, but I thought I saw a dildofriends music setting. Just curious, (and maybe as suggested item), could music / craving also trigger for dildo usage? Say, if the player hit a threshold (such as drops below X willpower / self esteem or rep / arousal exceeds X value) it has a chance to trigger music or a craving? I like to do some realism (I disable sex fight colors and critical hit sounds, and base everything off of moans), and try to refrain from looking at sex attribute stats or even your apps stats page, and would add interesting realism if a craving would pop / music play if a player needs a stat correction. Sometimes one of the songs from the piercings craving set might be present in other sets that fit the piercing theme too, But it might be a different trigger that played them, not the craving trigger. I think there's also an option so they get called out if the craving system plays them. You can toggle that on too, and you will be able to tell if the craving system is playing them or not, as long as notifications are visible. Will think about those extra triggers. Edited February 19 by MSM_Alice
JB. Posted February 19 Posted February 19 10 hours ago, MSM_Alice said: Thank you, that is AWESOME! Is there a global variable or similar in NR, where I can check without a doubt from a papyrus script if the current version of NR esp file is 6.9.5c or higher? No 😭 All you can tell is that it's version 6.9. Version 7.0 is planned for April/May.
Mimirue17 Posted February 19 Posted February 19 in case this helps you any, here are some logs for a new game on 462 on story mode. It includes a trip to DC with 2 prostitution acts both w/new lets go to a place. One failed because the guard ran off (was outside gate in that little shack area) due to an attack) after the 'Ah Shucks" or something comment. The other witnessed act went as intended and have a guard who wants to be a repeat customer who will pay next time - in a non public place next time. It includes the rescue but not the rebuild of Sanctuary yet. Side note: it does work with Wasteland Guild and the scene it has with Vixen and Preston - that mod waits patiently while you play out the whole scene with Preston, Sturges and Marcy. Then play its scene, and after a brief conversation you grab the power armor and complete the rescue by clearing out concord. Papyrus.0.log Papyrus.1.log 1
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