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Posted

Hey so i think it starts with be being a little (very) stupid. I do in fact not have the AE. I thought that was like a free update...sorry.

 

So i downloaded the NG version(I guess? I just downloaded the game for the first time in 5 years or so). installed aaf, then msma, started msma, then updated the dll 

Posted
20 minutes ago, FLIZ said:

Hey so i think it starts with be being a little (very) stupid. I do in fact not have the AE. I thought that was like a free update...sorry.

 

So i downloaded the NG version(I guess? I just downloaded the game for the first time in 5 years or so). installed aaf, then msma, started msma, then updated the dll 

Being on AE generally means that your game version is 1.11...., doesn't matter if you have the CC content or not. Last NG version, which I use also, is 1.10.984

Posted (edited)
30 minutes ago, FLIZ said:

Hey so i think it starts with be being a little (very) stupid. I do in fact not have the AE. I thought that was like a free update...sorry.

 

So i downloaded the NG version(I guess? I just downloaded the game for the first time in 5 years or so). installed aaf, then msma, started msma, then updated the dll 

Thank you. 


There are people on NG who use bimbo limbo just fine, so still think there might be something particular to the latest AAF or AE, maybe I need to install it and recompile all the MSMA  scripts based on the latest AAF script sources,   maybe something about the struct for the scene settings has changed, so the old compiled scripts are no longer good, perhaps.

Will test some more when I get closer to a releasable version of what I am working on.

Edited by MSM_Alice
Posted

 I am so confused right now. The internet tells me that I need to activly buy the AE version. Which I did not do. The game tells me, my version is v(F4SE 0.7.7) 1.1.191.0.0 which would be the AE, right? ...But when I look at the steam page it also tells me that I do not own the AE 

Posted
24 minutes ago, FLIZ said:

 I am so confused right now. The internet tells me that I need to activly buy the AE version. Which I did not do. The game tells me, my version is v(F4SE 0.7.7) 1.1.191.0.0 which would be the AE, right? ...But when I look at the steam page it also tells me that I do not own the AE 

The executable version is AE-tier. 

Posted
3 hours ago, MSM_Alice said:

The executable version is AE-tier. 

the latest version of AAF 1.5 supports game version .191 in which case you would install it then remove all other game version dll's in the F4SE folder and not use any outside fourplay dlls.   That would be the better route to go I think.   The best route would be to just downgrade the game to 163 which is a know stable version of the game and call it a day.

Posted
On 2/19/2026 at 9:54 AM, MSM_Alice said:

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.

I did double check, and do have the piercing music set to 0.  However, I am still getting notifications (and music) for piercings- in particular, it says I am hearing music due to a craving for facial piercings in the notification.

Posted (edited)
1 hour ago, chyoashaun said:

I did double check, and do have the piercing music set to 0.  However, I am still getting notifications (and music) for piercings- in particular, it says I am hearing music due to a craving for facial piercings in the notification.

Thank you.

I have added an MCM toggle option for piercing to constitute a craving or not, and found and fixed the bug that caused setting the music play delay to 0 to not also act as a switch stop the music as it should have done

Should become available the next time I release a version of the mod. 

Edited by MSM_Alice
Posted

New to modding and I seem to have a problem right out the gate after leaving the vault. I get a pop up that says MSMA could not detect a functioning copy of Sex Attributes. I have Sex Attributes version 2.8.0 and the Sex Attributes HUD version 2.2.0. It also says it can't find AAF Violate and I need to install AAF Darthroman Creature Pack. I have all three of those installed to Vortex. Maybe MSMA rolled a 1 on perception? It's more likely I have something set wrong. Also my game version is 1.11.191.0. If anyone has any idea where it's going wrong let me know

Posted (edited)
12 hours ago, MetalWeeb said:

New to modding and I seem to have a problem right out the gate after leaving the vault. I get a pop up that says MSMA could not detect a functioning copy of Sex Attributes. I have Sex Attributes version 2.8.0 and the Sex Attributes HUD version 2.2.0. It also says it can't find AAF Violate and I need to install AAF Darthroman Creature Pack. I have all three of those installed to Vortex. Maybe MSMA rolled a 1 on perception? It's more likely I have something set wrong. Also my game version is 1.11.191.0. If anyone has any idea where it's going wrong let me know

It might be that it does not work on AE, or the scripts need to be recompiled on AE.


Specifically, this (with that runtime  version that starts with 1.11,  you are on the "yellow" scenario): 

 

Edit: nevermind it works okay on 1.11.193,
Just tested it directly on a newly created installation on that runtime version.

Edited by MSM_Alice
Posted
20 hours ago, MSM_Alice said:

Thank you. 


There are people on NG who use bimbo limbo just fine, so still think there might be something particular to the latest AAF or AE, maybe I need to install it and recompile all the MSMA  scripts based on the latest AAF script sources,   maybe something about the struct for the scene settings has changed, so the old compiled scripts are no longer good, perhaps.

Will test some more when I get closer to a releasable version of what I am working on.

AAF Papyrus Source files where not changed between 1.1.2 and 1.1.5 so you do not need to recompile anything, unless you test AAF version too strictly somewhere.

You probably should compile any Papyrus file with the 163 (162?) compiler and F4SE versions also , that is the only way to remain compatible with 163 game runtime.

Posted (edited)
16 minutes ago, jaam said:

AAF Papyrus Source files where not changed between 1.1.2 and 1.1.5 so you do not need to recompile anything, unless you test AAF version too strictly somewhere.

You probably should compile any Papyrus file with the 163 (162?) compiler and F4SE versions also , that is the only way to remain compatible with 163 game runtime.

That is exactly what i did  for the last 10 months but... have you seen the errors in the recent papyrus logs here?
https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/123/#findComment-7246339

 

and this report here: 

https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/124/#findComment-7246743


Strange errors that i have no ideea where they come from, that seems to indicate cross script function callis is broken inthose  environments.
Seems to affect AE users. 
A headscratcher for sure. 


ChatGPT says that yes theold PEX files break whenran on AE, and they need to be recompiled agaist AE specific sources, but ChatGPT has hallucinated before 

 


Iguess i'll have to install  AE myself to see what's happening here. 

 

Edited by MSM_Alice
Posted

To compare , here is my "vanilla" AAF 1.1.5 test profile with AAF, SEU, Themes and a minimal animation sets (and as much F4SE DLL as I could test)

Most errors are related to the Creation club (all 150 AE bundle are included plus some I already owned) and "all is fine".

 

Do you have a specific log prefix to look at ? Cause the shared log is a mess :) 

 

Papyrus.0-11-191-20260224.log

Posted (edited)
10 hours ago, jaam said:

To compare , here is my "vanilla" AAF 1.1.5 test profile with AAF, SEU, Themes and a minimal animation sets (and as much F4SE DLL as I could test)

Most errors are related to the Creation club (all 150 AE bundle are included plus some I already owned) and "all is fine".

 

Do you have a specific log prefix to look at ? Cause the shared log is a mess :) 

 

Papyrus.0-11-191-20260224.log 38.11 kB · 0 downloads

No, because I develop on OG, and there everything is fine (on my machine).
I only have the logs from users who use AE to go on, to figure out this issue.

But I am in the process of creating  an AE installation of my own to figure out what's happening

 

Later edit: couldn't reproduce the problem even on AE, so it is likely there's some third-party mod that breaks things, but not AE runtime itself or the latest AAF that is AE compatible,  those seem work fine with the already compiled script files.

Edited by MSM_Alice
Posted

MSMA works fine with Fallout 1.10.984

 

It works with :

Fallout 4 + Horizon

Fallout 4 + CS + NR (NR is here only for the assets)

Fallout 4 + lot of mods improving factions

 

Prostitution system works, Death and trip to Limbo works, Sexfifght works

Posted (edited)
20 hours ago, krighaur said:

MSMA works fine with Fallout 1.10.984

 

It works with :

Fallout 4 + Horizon

Fallout 4 + CS + NR (NR is here only for the assets)

Fallout 4 + lot of mods improving factions

 

Prostitution system works, Death and trip to Limbo works, Sexfifght works


The "potentially not working on AE" thing was driving me nuts, so  I went ahead and spent half a day just to test on AE tier runtime.
Created a brand new 1.11.191 runtime F4  installation from scratch on a different machine.
It all works fine for me, even on 1.11.191
Even if the scripts in my mod were compiled on OG with the OG CK. the papyrus log looks fine, no broken function calls.

 

If not working, on that machine something really special had to occur there.... it is something more than just   "I am using runtime 1.11.191 with the latest AAF".
@MetalWeeb and @FLIZ there must be some third-party mod that changes something about the vanilla script classes, perhaps.


Butif you just use the latest runtime and the mentioned prerequisites, things should work across the board. 

Edited by MSM_Alice
Posted
17 hours ago, MSM_Alice said:


The "potentially not working on AE" thing was driving me nuts, so  I went ahead and spent half a day just to test on AE tier runtime.
Created a brand new 1.11.193 runtime F4  installation from scratch on a different machine.
It all works fine for me, even on 1.11.193
Even if the scripts in my mod were compiled on OG with the OG CK. the papyrus log looks fine, no broken function calls.

 

If not working, on that machine something really special had to occur there.... it is something more than just   "I am using runtime 1.11.193  with the latest AAF".
@MetalWeeb and @FLIZ there must be some third-party mod that changes something about the vanilla script classes, perhaps.


Butif you just use the latest runtime and the mentioned prerequisites, things should work across the board. 

191 not 193 :) 

Posted (edited)
2 hours ago, jaam said:

191 not 193 :) 

True, true... corrected. 
But it's probably gonna be 193 soon enough :). I'm staying on OG runtime for dev for the foreseeable future:D.


But I do want the mod to work out of the box on all three, OG, NG and AE.

Edited by MSM_Alice
Posted (edited)

Regarding the recent  LL server migration and temporary unavailability of older uploads : 
Most mods that were not uploaded in the last 4 months will be restored over the next few days, so no biggie.
 

I did reupload the separate music file pack ( the only one affected in MSMA),  as I was meaning to do that anyway at the next mod update (have migrated in it two tracks from the main mod file,  so now it has 202 tracks instead of just 200,. Did so so that both zip files can stay under the 250 MB limit as I am making room for adding a LOT more voice files for Marina in the main mod file at the next update).
Eventually will make a Megaupload account and make a fomod package for it all, as at some point, the total size will be far more than what I can fit in 500 MB.
 

 


Back to the matter at hand though, as fortune would have it, just yesterday I spent time re-creating an AE installation from the ground up for testing (that required me to re-download most required mods on a new machine ), so I have freshly downloaded copies of I think all required mods (quite a few are runtime version-agnostic, though most of the runtime version-sentitive ones are the AE version;   but for some I re-dwnloaded the OG version too).

If you can't wait a few days and you want to spin up a new MSMA installation right away and ar emissing a key dependency, ping me on the MSMA Discord or here, and I will be happy to link you to my copy.

But pretty sure the normal way will be functional by the time the weekend hits.

Edited by MSM_Alice
Posted (edited)

2 questions:

1) Have how enable/disable this mod ? like hardship and others mods ? I'm asking because as soon as I enter a save, it asks me to change a bunch of things. I say no, and so on, because there are saves where I don't want this mod to work, but even after saying no to the options, sometimes the QoH dialogue appears, even though I haven't spoken to the stranger yet.

2) If I want to replace the 0.900 version I have with version 1.0462, can I just add it and it will work in a working save, or do I need to start a clean save from scratch?

Edited by Moacir Jr
Posted (edited)
1 hour ago, Moacir Jr said:

2 questions:

1) Have how enable/disable this mod ? like hardship and others mods ? I'm asking because as soon as I enter a save, it asks me to change a bunch of things. I say no, and so on, because there are saves where I don't want this mod to work, but even after saying no to the options, sometimes the QoH dialogue appears, even though I haven't spoken to the stranger yet.

2) If I want to replace the 0.900 version I have with version 1.0462, can I just add it and it will work in a working save, or do I need to start a clean save from scratch?


Hello!

Can you let me know which voices those were/ what the context was? 
I will try to put additional conditions to ensure nothing slips by.
Which QOH dialogue appears, specifically?
The mod tries to build a rather complex experience, so it touches on a lot of sub-systems, and those have several layers of interplay with each other, so there might be some parts of it/subsystems that I forgot to condition on the initial "permission to run". 


For now, my recommendation is to decide if you want an MSMA bimbo-playthrough, and then you activate the mod's ESP  in your mod manager,  or a non-MSMA playthrough, and then you do not activate it at all in your mod manager. 
That being said, it does have toggles for various subsystems (and most QOH lines are toggle-controlled), so there is perhaps a way to mute those even before I find the errant lines.


Act1 is best started as a fresh playthrough, not an upgrade. 
I did my best to upgrade, but there are quite a few systemic changes from the December build, just too many unknowns.

 

Edited by MSM_Alice
Posted (edited)

New test version. Probably too rough for the main page, a lot of work under the hood on systems :)
Not really tested at length.



First version with the two paths for upgrades, story rail, and procedural systems. 
Upgrade from the recent 2-3 version should be fine.
- Procedural systems should upgrade seamlessly, 
- Story rail should upgrade if the save game it is used on is still in its "upgradable bracket",

 

 

Changelog: 

  • Extended the story rail a bit, with scenes/conditions  for unlocking the remaining two magic dildos 
    • - Joy and courage were already unlocked; now, upon return to Sanctuary from Concord, Harmony is also unlocked by Marina.  Zen is unlocked after Sanctuary is rebuilt.
    • - Harmony's cutscene has audio /voices, Zen's is text only. 
  • If NukaRide9.5.d is installed, the text pop-up explaining the optimal sequence of steps needed to play the NR Norita route with MSMA should no longer appear; instead, Duke himself ( Thank you @JB. ) will suggest that the player talks with Misty first. After the talk with Misty and Qoh is over, Qoh on her last line in that cutscene,  should suggest to the player they return their attention to Duke. 
     
  • - The supportive effect of the bimbo gear on overly large/heavy body parts should havea bit of a lingering persistence until it wears off, to reduce the number of incidents where a brief unequip wouldhave QOH talking a lot about too heavy body parts. 
  • - Qoh will not attempt to call out each individual Mindbroken enemy in scenes with 4 or moreparticipants anymore, if their minds are broken in a quick succession
  • - Corrected a bug with the music settings so that craving music categories can be turned off ( for real this time)
  • - Player will exit PA in certain scenarios where staying in  PA would have been problematic ( marina's equip hologram, or when using the implant context menu).
  • - Marina's social range has been expanded ( settings for most of these are in the Marina page in the MCM) 
    • - Marina has an affinity system with the player, and her free services, "because she cares about the player,r" are now affinity-dependent.
    • - Marina can lose affinity(a certain amount per day) when not visited during a day (how much she loses each day is settable in MC, and can even be 0) 
    • - Marina will gain affinity whenever you visit her/come into her proximity.  Marina will gain more affinity when you  join her for a terrace talk,
    • - Marina will gain even more affinity points if, during your terrace talk, you share spicy details from your adventures. Right now, there's infrastructure to track and measure the intensity of about 60 different event types ( pretty massive effort). Still, in this build, I only built dialogue conditions for sharing details of the first three bimbo level up,  made some money via prostitution ( more than 100 caps),   and turning into a slut or reverting from being a slut.  If those things happen, you can share them with Marina on your next visit.  As I add dialogues for more events from the remaining 57, the chats with Marina will hopefully become less repetitive.
    • - Marina will also comment on various player rumours and player physical aspects when being visited, even before going up for a terrace talk.   Her greeting should be a bit less repetitive than before, in normal visiting conditions. 
  • Piercing cravings now have a toggle-off in option MCM

 


Updated download here: https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/125/#findComment-7248909

 

Edited by MSM_Alice
Posted

hello, trying out the mod for the first time didnt see the mysterious scientist inside the vault and leaving. look around in those big crates still no scientist. i am not using any fast start up mod and i also tried using the debug nothing happens when i click the buttons, did i miss anything or need to sort it?

Posted (edited)
28 minutes ago, woodrealmelf said:

hello, trying out the mod for the first time didnt see the mysterious scientist inside the vault and leaving. look around in those big crates still no scientist. i am not using any fast start up mod and i also tried using the debug nothing happens when i click the buttons, did i miss anything or need to sort it?

Hello
Thank you for trying out the mod. 
Probably some key part of the prerequisites was not installed. 
If the prompt with "are you an adult / is it okay to run this mod" does not appear as you emerge from the vault,  then it means the mod hasn't really started, and the  NPCs that this mod spawns won't appear. 
The mysterious scientist is supposed to appear  OUTSIDE of the vault (not inside), by the big metal  contrainers. 

What can you share: 

-Which version of the mod are you using
-What is your mod loadout
And also this MCM page. Go there ( before having pressed any emergency debug buttons). Then do a quick save and quickload: and what do you see while you are in the vault, and what do you see when you are out of the vault? 
Do not change any of the values/sliders there on that page  (as that won't actually do anything, aside from obfuscating what is happening), simply report on the values they have. 
image.thumb.png.c0a6a8bb7a3cf1fd67263aa61d47cee8.png
-what do do third party monitoring pages in the MCM show, in regard of what modules are started or not 
- What do the buttons that query key quest stages show 

Edited by MSM_Alice
Posted
8 minutes ago, MSM_Alice said:

Which version of the mod are you using

the Act 1

14 minutes ago, MSM_Alice said:

What do the buttons that query key quest stages show 

all none

 

15 minutes ago, MSM_Alice said:

What is your mod loadout

dont know how to post load out sorry

 

16 minutes ago, MSM_Alice said:

simply report on the values they have. 

i might have screwed this up since nothing change i did it manually hoping the quest would pop up

 

16 minutes ago, MSM_Alice said:

what do do third party monitoring pages in the MCM show, in regard of what modules are started or not 

no idea how to do that T_T, i mostly download whats new try it out if doesnt work then look for another one

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