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Posted (edited)
11 hours ago, hiono said:

I didnt know how the teleport worked because ive never used it but i was replying to this question you asked wednesday. without the vespa cheat to allow you to go to vault 111 and you choose to be one of the overboss' bitches you are kinda stuck in nuka world for a long time so you wont be able to get the other dildos like im around 10 hours into it and i havent even started the porn shooting yet. Not saying whether it should be either of the ways, just saying under these circumstances this happens. It definitely breaks immersion unless JB allows you to sneak out without permission with maybe a punishment or something if you get caught but thats up to them.

The train station is always open, but I admit I didn't know my cheat was useful for MSMA. I'll put it back on. Because the train station leaves you quite far from everything.

 

Edit: Wait, I'm forgetful. The option is still there, just go Cheats in the MCM and activate the cheats.

 

image.png

 

But I can remove that condition. The [Cheat] will always be there anyway.

 

 

Edited by JB.
Posted (edited)
2 hours ago, FLIZ said:

Hello, first of all I want to say that I really enjoy the mod so far. Especially the music.

 

I do however have one problem I cant solve. When I get teleportet to the three scientists after dying for the first time, the say their lines and then I am stuck. I cant move, I cant talk, no scene or anything gets initated (the supermutant is there, but he´s just standing there doing nothing).  

 

I am getting a warning about some dll´s not working when launching the game, which I have ignored so far because everything worked as it should. My modding skills are rahter limited, soI am not even sure if the warning and my issue are related...

 

Does anyone know what might cause this? 

 

Thank you in advance :D  

Screenshot 2026-02-22 222227.png

Hello!
Indeed, seems the version of the LL_fourplay plugin is not right for your current version of the game. 
It could be that the one you got was packaged with other mods in your load order, and is perhaps an older version.  not what's needed for your current version of the game.

MSMA does not include that DLL, but it does require it.
That dll It usually comes packaged with AAF (which also requires it). You can also get it separatelyl from its own page. 

Here is where you can find any version that you might need of that dll plugin   ( just the plugin, separated from AAF) :
[Dev/Test/Beta] LL FourPlay community F4SE plugin - Modders Resources - LoversLab


If you replace your older version it with a working one,  correct for your game version, odds are the  Bimbo limbo flow should also work. 
 

 

Edited by MSM_Alice
Posted (edited)
43 minutes ago, JB. said:

The train station is always open, but I admit I didn't know my cheat was useful for MSMA. I'll put it back on. Because the train station leaves you quite far from everything.

 

Edit: Wait, I'm forgetful. The option is still there, just go Cheats in the MCM and activate the cheats.

 

image.png

 

But I can remove that condition. The [Cheat] will always be there anyway.

 

 

Thank you JB.

There are already two MSMA-provided distinct ways to teleport to Marina  from wherever the player might be  (aside from the Vespa cheat in NR)
You don't have to include it if you feel strongly about removing it.
People are really not without options on this matter :) .

Edited by MSM_Alice
Posted
10 hours ago, FLIZ said:

Hello, first of all I want to say that I really enjoy the mod so far. Especially the music.

 

I do however have one problem I cant solve. When I get teleportet to the three scientists after dying for the first time, the say their lines and then I am stuck. I cant move, I cant talk, no scene or anything gets initated (the supermutant is there, but he´s just standing there doing nothing).  

 

I am getting a warning about some dll´s not working when launching the game, which I have ignored so far because everything worked as it should. My modding skills are rahter limited, soI am not even sure if the warning and my issue are related...

 

Does anyone know what might cause this? 

 

Thank you in advance :D  

Screenshot 2026-02-22 222227.png

go into your AAF mod and delete the LL_fourplay dll's that do not match your game install.   If needed you can always re-install AAF to get them back, but there is nothing good that come of having those dll's that are for other versions in there.

Posted
10 hours ago, JB. said:

The train station is always open, but I admit I didn't know my cheat was useful for MSMA. I'll put it back on. Because the train station leaves you quite far from everything.

 

Edit: Wait, I'm forgetful. The option is still there, just go Cheats in the MCM and activate the cheats.

 

image.png

 

But I can remove that condition. The [Cheat] will always be there anyway.

 

 

I see. the MCM menu still says the cheats are only for nora playthough but how it is now and the options are enough. Does the train station open later? even with cheat mode on i still cant use it, it says to get overboss permission.

Posted (edited)
16 hours ago, MSM_Alice said:

Hello!
Indeed, seems the version of the LL_fourplay plugin is not right for your current version of the game. 
It could be that the one you got was packaged with other mods in your load order, and is perhaps an older version.  not what's needed for your current version of the game.

MSMA does not include that DLL, but it does require it.
That dll It usually comes packaged with AAF (which also requires it). You can also get it separatelyl from its own page. 

Here is where you can find any version that you might need of that dll plugin   ( just the plugin, separated from AAF) :
[Dev/Test/Beta] LL FourPlay community F4SE plugin - Modders Resources - LoversLab


If you replace your older version it with a working one,  correct for your game version, odds are the  Bimbo limbo flow should also work. 
 

 

Thank you very much. I have deleted the dlls and downloaded the most recent dll from the link you have provied. My Fallout version is also the most recent. I am not getting a warning anymore when starting the game. The problem however does still exist. I have attached a screenshot of my plugin folder.

Screenshot 2026-02-23 .png

Edited by FLIZ
Posted (edited)
29 minutes ago, FLIZ said:

Thank you very much. I have deleted the dlls and downloaded the most recent dll from the link you have provied. My Fallout version is also the most recent. I am not getting a warning anymore when starting the game. The problem however does still exist. I have attached a screenshot of my plugin folder.

Screenshot 2026-02-23 .png

Can you enable logging and tracing and send me a Papyrus log from the session where things get stuck?

I suspect that the needed animations for Bimbo Limbo from SavageCabbage cannot be found in your AAF animation XML folder, or do not have the correct tags for the type of act and furniture items present there.

All bimbo limbo animations are furniture suptermutant animations, using the super mutants and the various items in bimbo limbo;  that should work with the vanilla definitions from SavageCabbage's original XML files (no other dependency other than a functional installation of AAF and Savage cabbage's animation pack). 

Perhaps you do not have the SavageCabbage animation pack installed ( a hard requirement) or maybe its animations  have been renamed/reclassified/retagged by an animation patch and are no longer present in their original state?
Are you using AAF or NAF?


I am developing on OG, and doing some testing on NG I do not have a third functional installation of AE,  to test on. 

Edited by MSM_Alice
Posted

Hello @MSM_Alice , and thanks for the great mod.
I wanted to ask how to start the Sanctuary bimbo quest?
I have the mod version MSMA_Act1_[In_Development]_1_0321. Bimbo level 7. Sturges has vanilla phrases, don't I want to work?

And I don't want to)

Posted
Just now, KingDann said:

Hello @MSM_Alice , and thanks for the great mod.
I wanted to ask how to start the Sanctuary bimbo quest?
I have the mod version MSMA_Act1_[In_Development]_1_0321. Bimbo level 7. Sturges has vanilla phrases, don't I want to work?

And I don't want to)


Hello

That alt way of building up Sanctuary, is normally designed to be started at the start of the game, (not at the end or later on).
It does not have a Pip-boy presence or quest markers, as it is just a side-quest, an alt solve for the already existing quest to build up Sanctuary.
To see its status you can do
showqueststages MSMA_Bimbo_Min01
in the game console, and the quest stage for this first conversation with Sturges when you are supposed to build the beds should be 240 or 245.

It should happen organically after talking to Sturges and telling him that you want to help, and he tells you that he wants you to build beds.
If you talkk with him once more, then he should tell you that there are other ways to get the materials they need other than scavenging around, and offer to intro you to Wedge.

 

However, if this is an older playthrough, you completed other tasks that have advanced parts of that Sanctuary quest alreay  it might not start. 

Posted
43 minutes ago, MSM_Alice said:

Can you enable logging and tracing and send me a Papyrus log from the session where things get stuck?

I suspect that the needed animations for Bimbo Limbo from SavageCabbage cannot be found in your AAF animation XML folder, or do not have the correct tags for the type of act and furniture items present there.

All bimbo limbo animations are furniture suptermutant animations, using the super mutants and the various items in bimbo limbo;  that should work with the vanilla definitions from SavageCabbage's original XML files (no other dependency other than a functional installation of AAF and Savage cabbage's animation pack). 

Perhaps you do not have the SavageCabbage animation pack installed ( a hard requirement) or maybe its animations  have been renamed/reclassified/retagged by an animation patch and are no longer present in their original state?
Are you using AAF or NAF?


I am developing on OG, and doing some testing on NG I do not have a third functional installation of AE,  to test on. 

I attached a papyrus log.

 

I have the savagecabbageAnimationPackv1.3.0.7z and used vortex to install it. 

 

Im not sure how the animations would been reclassified? I have AAF_Vanilla_kinkyCreatureAnimations_Themes and AAF_Vanilla_SexAnimations_Themes installed

 

I am using AAF

 

 

Papyrus.0.log

Posted
38 minutes ago, MSM_Alice said:


Привіт

Цей альтернативний спосіб побудови Sanctuary зазвичай призначений для початку гри, (not наприкінці або пізніше on).
Він не має присутності Pip-boy або маркерів квестів, оскільки це просто побічний квест, альтернативне рішення для вже існуючі пошуки створення Sanctuary.
Щоб побачити його статус, ви можете зробити
showqueststages MSMA_Bimbo_Min01
в ігровій консолі, а етап квесту для цієї першої розмови зі Стерджес, коли ви повинні побудувати ліжка повинні бути 240 або 245.

Це має статися органічно після розмови зі Стерджесом і того, що він сказав йому, що ти хочеш допомогти, і він каже тобі, що хоче, щоб ти побудував ліжка.
Якщо ви ще раз поговорите з ним, тоді він повинен сказати вам, що є інші способи отримати необхідні матеріали, крім збирання сміття, і запропонувати представити вас Wedge.

 

Однак, якщо це старіше проходження, ви виконали інші завдання, у яких просунуті частини цього квесту Sanctuary завжди можуть не початися. 

 

THANK YOU, it worked. He gave the quest to the Water pump, you need to wait a bit. Then he will speak again and mention Wedge.

Posted
7 minutes ago, FLIZ said:

I attached a papyrus log.

 

I have the savagecabbageAnimationPackv1.3.0.7z and used vortex to install it. 

 

Im not sure how the animations would been reclassified? I have AAF_Vanilla_kinkyCreatureAnimations_Themes and AAF_Vanilla_SexAnimations_Themes installed

 

I am using AAF

 

 

Papyrus.0.log 164.38 kB · 0 downloads

Understood 

Is this log here for sure captured from a gameplay session where the bimbo limbo stall happened? 

Or is it a general papyrus log from elsewhere? 
I am not seeing the bimbo limbo events in it.
I am seeing Prostitution caused by social commentary events, but no bimbo limbo.
 

Posted
5 minutes ago, KingDann said:

 

THANK YOU, it worked. He gave the quest to the Water pump, you need to wait a bit. Then he will speak again and mention Wedge.


Yes you probably had already built the beds and had moved on from building the beds to building water pumps.
The quest will adapt to the new entry point. 

You can do any stage of the sanctuary build up  (wether it is  beds, water, food, or defense) either normally, or the bimbo way.
You don't HAVE to do them the bimbo way.
It is all optional/ based on your choice at the time. 

Posted
5 minutes ago, MSM_Alice said:

Understood 

Is this log here for sure captured from a gameplay session where the bimbo limbo stall happened? 

Or is it a general papyrus log from elsewhere? 
I am not seeing the bimbo limbo events in it.
I am seeing Prostitution caused by social commentary events, but no bimbo limbo.
 

Maybe I did something wrong? I activated logging and tracing. Then I started the game, died had the whole talk with the scientists and then after i got stuck again ended the game. The log wasnt there before. There is another subfolder with a lot of other textfiles now, but they are not called papyrus log.

Posted (edited)
2 minutes ago, FLIZ said:

Maybe I did something wrong? I activated logging and tracing. Then I started the game, died had the whole talk with the scientists and then after i got stuck again ended the game. The log wasnt there before. There is another subfolder with a lot of other textfiles now, but they are not called papyrus log.

Hmm. maybe check the date and time on the log  file.
if the date and time of the log file coincide with the date and time of the play session them it should be okay.

and maybe i commented out the bimbo limbo debug traces and forgot about it . 

Edited by MSM_Alice
Posted (edited)
9 minutes ago, FLIZ said:

Maybe I did something wrong? I activated logging and tracing. Then I started the game, died had the whole talk with the scientists and then after i got stuck again ended the game. The log wasnt there before. There is another subfolder with a lot of other textfiles now, but they are not called papyrus log.

I think i found it. there are a lot of errors there, the scene definition seems to have a different scructure. 
You are using AE and the very latest AAF for AE, right ?


I might need to actually recompile all the scripts with it, it might not work out of the box. 

Might need to build a special version of the MOD for AE or for the latest AAF version.

Edited by MSM_Alice
Posted

Yes, I use AE and the latest AAF, I have downloaded everything last week. I hope this is not to much work? 

Posted
Just now, FLIZ said:

Yes, I use AE and the latest AAF, I have downloaded everything last week. I hope this is not to much work? 


I haven't tested on AE with latest AAF, there could be things that don;t work there.

And did you start a new MSMA game after you upgraded AAF, so everything is re-initialized on the new AAF?
 

Posted (edited)
19 minutes ago, FLIZ said:

Yes, I use AE and the latest AAF, I have downloaded everything last week. I hope this is not to much work? 

If you look in that log, it is not just MSMA, there are other mods too that cannot call functions cross-script: 
I don't think it is an easy problem with an easy fix. 

 

That " Error: Unable to obtain function call information - returning None" , is indicative of scripts not being able to do cross script function calls anymore. Maybe all the scripts need to be recompiled with the AE payrus compiler....
I might need to find the time to install AE version somewhere so I can see what's happening there, but it is not likely that I will have the time to do so in the near future.

 


[02/23/2026 - 06:29:44PM] error: Unable to obtain function call information - returning None
stack:
    [AST_QUST_HUD (520008C6)].AST:AST_IntegrationHUD.HUD_WidgetLoaded() - "C:\Program Files\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\AST\AST_IntegrationHUD.psc" Line 53
[02/23/2026 - 06:29:44PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [AST_QUST_HUD (520008C6)].AST:AST_IntegrationHUD.HUD_WidgetLoaded() - "C:\Program Files\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\AST\AST_IntegrationHUD.psc" Line 53


or 


[02/23/2026 - 06:30:14PM] error: Unable to obtain function call information - returning None
stack:
    [_NukaRide_Main (1F05A9A5)].nukaride:_nr_maintenance.GetHeels() - "NukaRide\_NR_Maintenance.psc" Line 1594
    [alias PlayerAlias on quest _NukaRide_Main (1F05A9A5)].NukaRide:_NR_PlayerAlias_Maintenance.OnItemUnequipped() - "NukaRide\_NR_PlayerAlias_Maintenance.psc" Line 195
[02/23/2026 - 06:30:14PM] warning: Assigning None to a non-object variable named "::temp418"
stack:



or



[02/23/2026 - 06:30:14PM] error: Cannot check worn items against a None keyword
stack:
    [ (00000014)].Actor.WornHasKeyword() - "<native>" Line ?
    [MSMA_RestraintsManager (3400DF64)].msma:msma_restraintsmanager.IsPlayerWearingRestraints() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\MSMA_RestraintsManager.psc" Line 985
    [MSMA_BimboITribunalManager (34022158)].msma:msma_bimbotribunal.NormalizeAnimationOnPlayer() - "C:\Steam\steamapps\common\Fallout 


or 

[02/23/2026 - 06:31:46PM] error: Cannot call GetSceneSettings() on a None object, aborting function call
stack:
    [MSMA_BimboITribunalManager (34022158)].msma:msma_bimbotribunal.StartSex() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\MSMA_BimboTribunal.psc" Line 1608
    [MSMA_BimboITribunalManager (34022158)].msma:msma_bimbotribunal.StartSexTrialForAvoidableDeath() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\MSMA_BimboTribunal.psc" Line 1354
    [MSMA_BimboITribunalManager (34022158)].msma:msma_bimbotribunal.OnStageSet() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\MSMA_BimboTribunal.psc" Line 550


For instance, this latest one says that my script cannot "see" the scene structure as it is defined in the AAF Api, as it cannot see the initialized AAF API correctly.


Maybe a new game on AE is enougn, or maybe you need to recompile (I provide script sources)  all the scripts locally on your machine so cross-script function calls can be done. 

 

Edited by MSM_Alice
Posted (edited)
31 minutes ago, FLIZ said:

I did not start a new game. would that be nescessary?


I am unsure.
You can try to see if it helps, but what I am seeing in that log are MANY errors of scripts not being able to do cross-script function calls anymore. 


So for sure, many things are not as they should be.

 

It could simply be that an older save game ported over from Pre AE version does not load neatly on AE, and a new game on AE is needed.
But if a new game started on AE is not fixing it, my recommendation would be for now a roll-back to NG or better yet OG.


At some point I will find the time to do an AE installation of my own and figure out what the deal is. 
But it does not necessarily seem to be only about MSMA, as I see quite a few cross-script function calls failing.
Which makes me think it is a more general issue related to the AE upgrade, and not a specific one related to the AAF upgrade. 

Edited by MSM_Alice
Posted

hmm i have already invested some hours in this playthrough, I think iam going to deactivate the mod for now and try again at some point in the future. but thank you very much for your help :) 

Posted
40 minutes ago, FLIZ said:

hmm i have already invested some hours in this playthrough, I think iam going to deactivate the mod for now and try again at some point in the future. but thank you very much for your help :) 

Sure.

Still to help me understand how this came to be .. what was the order of events?

 


Start new game on NG-> StartMSMA- Upgrade game to AE -> Upgrade AAF -> ?
or
Upgrade  game TO AE-> Start new game on AE - > StartMSMA-> Upgrade AAF ->  ?

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