chyoashaun Posted March 11 Posted March 11 (edited) 11 hours ago, MSM_Alice said: As for the other topic: Cravings that can generate loss of control are - Juice volume count per day craving - shaft mileage count per day craving - Received orgasm count per day craving - Orgasm provided count per day craving - Bodycount per day craving - Anal Sex Craving - Oral sex craving - Regular sex craving - Group sex Craving Ticks for the purpose of comparing with the MCM set threshold, are updated every 30-ish seconds or so (gametime,so there can be some variability there) , and the amount that is increased is computed with a formula that is Craving's intensity level, Squared. So if the active craving intensity level is 1 (fairly typical for a Level 1 bimbo, as most craving intensities are capped at the top end by the bimbo level ), then the ticks value that is added to the sum that isthen compared against the activation threshold is 1 every 30 seconds. So, to bypass the 400 threshold that is the default in the MCM for total loss of control would be something like X* 1 >= 400. Means X =40, 40*30 secs= 1200 seconds, that's about 3.3 real-time hours from the moment of the craving becoming active. (a bit less if aroused) . So the default it is quite generous with this loss of control. For a level 7 bimbo, whose intensity for that craving might be 7, it increases by 7*7=49 every 30 seconds, so progression is 49 times faster thanit is for a bimbo of level 1. So for that to bypass 400 X*49 >400, X is about 8.16, and if we multiply by 30 secs - total it would take only 5 minutes (even less if aroused). If you want to inspect the "ticks" accumulated on each of those cravings, the global variables tracking them are named MSMA_volumecraving_ticks MSMA_mileagecraving_ticks MSMA_oreceivedcraving_ticks MSMA_oprovidedcraving_ticks MSMA_bodycountcraving_ticks MSMA_analcraving_ticks MSMA_oralcraving_ticks. MSMA_gangbangcraving_ticks MSMA_sexcraving_ticks And you can inspect theminthe game console. You can set those thresholds to lower values than 400 or 200. I did play some more today, and it shows I have an active craving again, and I've been checking these variables from time to time. I noticed it is past 400 (509.6 at the moment) and I am currently in Greentech Genetics fighting Gunners (while also being around several friendly merchants earlier while over 400) and still have yet to have a loss of control craving take over. Am I missing something? As a test, I noticed you had this variable: msma_setting_cravingcounttoselfconsumecumcan which I wanted to see what would happen if I set it to 1, if it would trigger the player to consume the synthetic cum in my inventory. Sure enough, within 30 seconds of setting that varibale to set msma_setting_cravingcounttoselfconsumecumcan to 1.0 She consumed the item. So it appears at the moment neither the prostitution or the AAF Violate surrenders are triggering from the craving, only the auto consume cure. EDIT: I did more testing to see if I could find a way to get it to trigger after playing a while more. My player is now at 739.62 for MSMA_Sexcraving_ticks, and I tried playing around with reducing the tick count for the partial loss / total loss of control. After incrementally decreasing one by one (doing a fresh load each time I incremented), I found that I could get the prostitution craving (but to be clear, it actually said the player would fuck the person for free, but I assume it counts as prositution) to trigger if I reduced the partial loss of control to 120 and the total loss of control to 240. I then tested multiple times at 130/260 (around 30 times) and it never triggered a craving to do prostitution. I then tested for every value below 120/240, and every time I talked to the NPC, it triggered the craving and went into the "Fuck for free" conversation. Is there something else that may be modifying the 400 and 200 values to be increased? I do see that 739 is just over 3 times the value of 240, and 2.84 times the value of 260, so not sure if something is tripling the amount of ticks needed to trigger. Edited March 12 by chyoashaun
Moacir Jr Posted March 12 Posted March 12 (edited) Any chance of fixing the marina? I still haven't spoken to her. When I arrive, she's already there, but even when I press the button to call her, she appears but doesn't speak to me. I've already tried disabling and enabling it, using the "resetui" command and a few other things, but nothing works. Thanks Edited March 12 by Moacir Jr
MSM_Alice Posted March 12 Author Posted March 12 (edited) 5 hours ago, Moacir Jr said: Any chance of fixing the marina? I still haven't spoken to her. When I arrive, she's already there, but even when I press the button to call her, she appears but doesn't speak to me. I've already tried disabling and enabling it, using the "resetui" command and a few other things, but nothing works. Thanks In your case, I think the mod perhaps has not started correctly. If the mod is started correctly, Marina should function normally. Starting the mod correctly should make sure Marina functions normally. You are also using the cheat menu, which allows for "illegal" cheat operations, further making issues hard to troubleshoot/ discern the cause. Can you perhaps record a video of what happens from when you exit the vault, and get to the pop-up of "are you old enough to run this mod" popup, all the way to when you get to Marina? Edited March 12 by MSM_Alice
MSM_Alice Posted March 12 Author Posted March 12 (edited) 8 hours ago, chyoashaun said: I did play some more today, and it shows I have an active craving again, and I've been checking these variables from time to time. I noticed it is past 400 (509.6 at the moment) and I am currently in Greentech Genetics fighting Gunners (while also being around several friendly merchants earlier while over 400) and still have yet to have a loss of control craving take over. Am I missing something? At first glance, i would think something prevents this from working, like the check that the player is in a dialogue scene being stuck to on or something. The usual bimbo updates only run if the player is not in a dialogue, not in an AAF scene, and several other tests. I will look into it more. Those " _installed" variables I think ended up not being used in the end. Specifically - Must not be in bimbo infiltration - Must not be in a prostitution scenario already -Must not be in Bimbo Limbo - Must not be in a conversation with QOH - Must not be in a dialogue scene Maybe one of these tests is stuck on true. Some of them, like is IsInScene() i've noticed to erroneously test true in certain scenarios, especially if combined with other mods like player comments that put the player in scenes all the time, to change gaze direction and whatnot, some or devious devices like plugs, I think they do something similar to trigger the plugs animations. You can reset most of them from the debug page in the MSMA MCM. Edited March 12 by MSM_Alice
chyoashaun Posted March 12 Posted March 12 3 hours ago, MSM_Alice said: At first glance, i would think something prevents this from working, like the check that the player is in a dialogue scene being stuck to on or something. The usual bimbo updates only run if the player is not in a dialogue, not in an AAF scene, and several other tests. I will look into it more. Those " _installed" variables I think ended up not being used in the end. Specifically - Must not be in bimbo infiltration - Must not be in a prostitution scenario already -Must not be in Bimbo Limbo - Must not be in a conversation with QOH - Must not be in a dialogue scene Maybe one of these tests is stuck on true. Some of them, like is IsInScene() i've noticed to erroneously test true in certain scenarios, especially if combined with other mods like player comments that put the player in scenes all the time, to change gaze direction and whatnot, some or devious devices like plugs, I think they do something similar to trigger the plugs animations. You can reset most of them from the debug page in the MSMA MCM. Not sure if you didn't see my edit, but I don't think that is the issue. I did some more testing on other saves, and it is definitely related to something else. On every save I tested, if I adjusted the 200/400 numbers to be at least 1/3rd or less of my current actual ticks the loss of controls started happening. In the save where I was at around 500 tick count, If I set the total loss of control to 160, the prostitution and AAF surrender was properly kicking off, but 180 (which was just over 1/3rd) it was no longer triggering. However, when set at 180, it was triggering once my ticks hit 540. On the original save that was up to 739 ticks, I let it run a while and walked away, and once it hit 1200 ticks (and was 3 times the 400 value) it triggered and a loss of control event kicked off. So is another setting acting as a modifier that increases the 200 / 400 settings to triple the tick count being required? 1
MSM_Alice Posted March 12 Author Posted March 12 (edited) 8 hours ago, chyoashaun said: Not sure if you didn't see my edit, but I don't think that is the issue. I did some more testing on other saves, and it is definitely related to something else. On every save I tested, if I adjusted the 200/400 numbers to be at least 1/3rd or less of my current actual ticks the loss of controls started happening. In the save where I was at around 500 tick count, If I set the total loss of control to 160, the prostitution and AAF surrender was properly kicking off, but 180 (which was just over 1/3rd) it was no longer triggering. However, when set at 180, it was triggering once my ticks hit 540. On the original save that was up to 739 ticks, I let it run a while and walked away, and once it hit 1200 ticks (and was 3 times the 400 value) it triggered and a loss of control event kicked off. So is another setting acting as a modifier that increases the 200 / 400 settings to triple the tick count being required? Yes, they are, but that's how they are supposed to be, so that things are more interesting and less "mechanic". What you set there is the reference value The actual value that the comparison is made against depends on that but also is further scaled on Bimbo specifics like your path on the four bimbo subclasses, and the degree of drunkenness. Specifically, the threshold extended is computed as : MSMA_TickThreshold1= MSMA_TickThreshold1RefValue * Threshmultiplier where Threshmultiplier*=AlcoholIntoxicationFactor (a factor that is 1.5 when sober, and 0.5 when hammered) Threshmultiplier*=1.0+(MSMA_BimboDenial.GetValue()/30.0) Threshmultiplier*=1.0+(MSMA_BimboAgent.GetValue()/70.0) Threshmultiplier/=1.0+(MSMA_BimboFun.GetValue()/70.0) Threshmultiplier/=1.0+(MSMA_BimboPower.GetValue()/70.0) What you set in the MCM are the reference threshold values MSMA_TickThreshold1RefValue and MSMA_TickThreshold2RefValue What the comparison is done against are the values MSMA_TickThreshold1 and MSMA_TickThreshold2, which are computed by multiplying the ref threshold values by Threshmultiplier as defined above. An airhead bimbo or a power bimbo would succumb faster to loss of control An agent Bimbo or Virtue Bimbo (Not a bimbo) typically can exert more restraint. A sober bimbo can resist more against the total loss of self-control. A hammered bimbo can do so a lot less. You can also check all of these in the papyrus script; the mod comes with the papyrus script sources. Edited March 12 by MSM_Alice
chyoashaun Posted March 12 Posted March 12 2 hours ago, MSM_Alice said: Yes, they are, but that's how they are supposed to be, so that things are more interesting and less "mechanic". What you set there is the reference value The actual value that the comparison is done against depends that but also is further scaled on Bimbo specifics like your path on the four bimbo subclasses, and the degree of drunkenness. Specifically, the threshold extended is computed as : MSMA_TickThreshold1= MSMA_TickThreshold1RefValue * Threshmultiplier where Threshmultiplier*=AlcoholIntoxicationFactor (a factor that is 1.5 when sober, and 0.5 when hammered) Threshmultiplier*=1.0+(MSMA_BimboDenial.GetValue()/30.0) Threshmultiplier*=1.0+(MSMA_BimboAgent.GetValue()/70.0) Threshmultiplier/=1.0+(MSMA_BimboFun.GetValue()/70.0) Threshmultiplier/=1.0+(MSMA_BimboPower.GetValue()/70.0) What you set in the MCM are the reference threshold values MSMA_TickThreshold1RefValue and MSMA_TickThreshold2RefValue What the comparison is done against are the values MSMA_TickThreshold1 and MSMA_TickThreshold2, which are computed by multiplying the ref threshold values by Threshmultiplier as defined above. An airhead bimbo or a power bimbo would succumb faster to loss of control An agent Bimbo or Virtue Bimbo (Not a bimbo) typically can exert more restraint. A sober bimbo can resist more against the total loss of self-control. A hammered bimbo can do so a lot less. You can also check all of these in the papyrus script; the mod comes with the papyrus script sources. That makes sense and thanks for clarifying. It does make it much more interesting and less mechanical. I just wanted to ensure for you that it wasn't a bug and not triggering appropriately, but your design makes sense since I am going the bimbo in denial route. Appreciate the feedback, and glad it wasn't a bug! 1
Operand Posted March 12 Posted March 12 The scene where QoH got back at PC for telling her to "crawl to a locker" earlier was priceless. More of this. 1
MSM_Alice Posted March 12 Author Posted March 12 (edited) 2 hours ago, Operand said: The scene where QoH got back at PC for telling her to "crawl to a locker" earlier was priceless. More of this. Thank you. Some of that should also be in the summary that Sturges does in story mode, once you finish helping him build up Sanctuary (of course, more or less sarcastic depending on the choices made). Edited March 12 by MSM_Alice 1
Nea_Bessy Posted March 12 Posted March 12 The Sexfight activation button stops working for me. Maybe there is a reboot option in MSm? I can't find
MSM_Alice Posted March 12 Author Posted March 12 (edited) 43 minutes ago, Nea_Bessy said: The Sexfight activation button stops working for me. Maybe there is a reboot option in MSm? I can't find Hmmm.. You mean the sexfight hotkey? you can always re-map it in the Hotkeys MCM page. I never had that randomly stop working for me. I am using MCMs hot key system for it by default. Did all hotkeys stop working or just this one? Is this linked to a new mod being added to your load-out? Could it be that numpad plus (or whatever you were using) was assigned to something else, and the original hotkey mapping got deleted? If you want it, there's an option in the mcm to assume it hardmapped to the plus numpad key, if you want to go around MCM's hotkey system altogether. Edited March 12 by MSM_Alice
Nea_Bessy Posted March 12 Posted March 12 1 hour ago, MSM_Alice said: Hmmm.. You mean the sexfight hotkey? you can always re-map it in the Hotkeys MCM page. I never had that randomly stop working for me. I am using MCMs hot key system for it by default. Did all hotkeys stop working or just this one? Is this linked to a new mod being added to your load-out? Could it be that numpad plus (or whatever you were using) was assigned to something else, and the original hotkey mapping got deleted? If you want it, there's an option in the mcm to assume it hardmapped to the plus numpad key, if you want to go around MCM's hotkey system altogether. Based on your recommendation, I have assigned this button to "1". Initiation of seduction/prostitution. And she also manages the Sexfight in the scenes. So: prostitution/charm stops being initiated at some point., Now I decided to check if the Sexfight button works in the scenes. Initiated the scene through SEU . It turned out that it works., And after the end of the scene, there was also the opportunity to initiate charm/prostitution. 1
MSM_Alice Posted March 13 Author Posted March 13 (edited) 8 hours ago, Nea_Bessy said: Based on your recommendation, I have assigned this button to "1". Initiation of seduction/prostitution. And she also manages the Sexfight in the scenes. So: prostitution/charm stops being initiated at some point., Now I decided to check if the Sexfight button works in the scenes. Initiated the scene through SEU . It turned out that it works., And after the end of the scene, there was also the opportunity to initiate charm/prostitution. So the problem really was that the same key had been used elsewhere, and your hotkey mapping in MCM had gotten deleted? Edited March 13 by MSM_Alice
MSM_Alice Posted March 13 Author Posted March 13 (edited) New test version, 1.0480, mainly polish and fine-tuning: Upgrading mid-playthrough from 1.0462 or higher should be okay. Needs to be tested, not putting it on the main page just yet. When using Frenzy, After a violate surrender, hostiles who remain spectators and do not participate in the AAF scene chain due to limiting Violate settings or because of not having animations, will become preferred targets for the frenzied enemies; this preferred target list can hold upto up to 10 spectator NPC, that were up to 1500 distance units away from the player. For instance, if you have AAF violate aggressor setting to be just some races or just a certain gender, those enemies, once frenzied, will turn on the remaining spectator-only enemies with a higher likelihood than turn on one another. After the spectators are gone, the frenzied enemies will turn on AAF participants who took part in the scene, but weren't frenzied (if any). When those are gone too, they should turn on one another. When only one frenzied enemy remains, if they still have frenzy time left, they will get paralysed instead. @mk1234s This should also address, to a certain extent, your situation of opting to have the women raider/gunners/etc disabled from being aggressors, and using frenzy to deal with them, but that being inconsistent due to frenzied enemies just attacking each other first. This should make it more strategic to take down a boss who is beyond the sexfight skill, by using frenzy, since if he is surrounded by weaker hechmen who are not beyond the sexfight skill like the boss himself, then all its affected henchmen, if frenzied, should concertedly turn on the "unaffected" boss, more or less, rather than prefer to kill each other first. This frenzy priority targeting/behavior related to spectators should, in theory, not happen in other scenarios other than Violate -driven Scenarios. Remember that if there are SuperMutant Suiciders in the mix, frenzy will still be automatically transformed to paralysis for that encounter, as we do not want everyone to go kaboom by a frenzied suicider. Added some checks to make sure a black screen is not stuck after certain Dialogue scenes, even if the player is spamming clicks to fast forward, For instance, through the Joy gifting dialogue scene at Marina, when she looks for Joy under a black screen shouldbe more resiliant to desperate clickspamming. (but the sound of Marina looking for the dildo will still be offset if you speed through that scene, that is, if the player is spamming clicks to fast advance). Made sure shooting any weapon (non-melee, non-grenade) causes the current infiltration to instantly end Altered the max level bimbo agent skill ( the one at 70 points on the bimbo Agent track) - so now with that skill, the Bimbo agent alone can actually shoot weapons during infiltration if they have a silencer without force-ending the infiltration. Changed the name of this "ultimate" Agent bimbo level skill and its description. It is now called "Say Hello To My Little Friend," which is a name that fits both its effects related to the weapon and the follower. QoH should no longer casually remind the player to comb their hair or fix their makeup while the player is swimming or in Power Armour. QoH should now stay fully silent during Marina's rooftop chats ( before she could try to get in a word at the start). Cravings that cause loss of control should no longer generate a "one last loss of control dialogue scene->prostitution dialogue->AAF event chain", if they have actually been satiated by an AAF scene that just ended. Before there was a delay in recording this condition, and in some edge cases, the same loss of control could trigger TWO AAF events before it was considered satiated. On Bimbo level 0, Qoh won't call out when having sex with your enemies long enough to cross that " pity" time threshold to make them not consider you a threat anymore, even though their minds aren't broken properly. That is because on bimbo level 0, infiltration is not yet available, so the benefits of enemies not considering you a threat on Bimbo Level 0 are more subtle/ not worth calling out. She will say it starting with bimbo level 1. On bimbo level 0, on a successful sex fight with no "big" punishments active (typical set-up for infiltration), a notification will remind you that bimbo infiltration is not available/cannot start on bimbo level 0. See download below: Edited March 13 by MSM_Alice 2
MSM_Alice Posted March 13 Author Posted March 13 (edited) Corrected a few aspects with the "adventures" that the player tells Marina about, on their terrace talks.. The "became a slut/recovered from being a slut" had a contradicting, mismatched dialogue line somewhere. Corrected now. The bodycount updates and the most extreme prostitution acts updates, unfortunately, even if fully implemented, had remained set on "disabled" and were not told by the player to Marina, even if occurring. Corrected now. Edit : see download below: Edited March 13 by MSM_Alice
MSM_Alice Posted March 13 Author Posted March 13 (edited) One more iteration after more testing Fixed the alt start Misty voice lines (that had erroneously been generated with QOH's voice, not with Misty's voice, they are similar but still different, a slip up on my part) . Added some missing voice lines to the system where the player mentions her adventures to Marina. Will test some more but i think it might be good enough for the first page. See download below. Edited March 13 by MSM_Alice
MSM_Alice Posted March 13 Author Posted March 13 (edited) I don't know how, but I had forgotten the notification message that shooting a firearm cancels bimbo infiltration on, and it was triggering even when infiltration was not started. Corrected now. Edited March 15 by MSM_Alice
MSM_Alice Posted March 13 Author Posted March 13 Ok, 1.0493 now up on the main page, hopefully as clean as possible 1
Mimirue17 Posted March 14 Posted March 14 I pretty much use the alt start as standard now (not Nora) as playing as Nora is just weird with all the forced into the mod efforts and comments. Some of the lines with Misty are still a little inconsistent on this route but I find it more enjoyable overall, and Alt start handles the rest of the dialogue changes mostly (Codsworth lines can be funny this route sometimes)
MSM_Alice Posted March 14 Author Posted March 14 39 minutes ago, Mimirue17 said: I pretty much use the alt start as standard now (not Nora) as playing as Nora is just weird with all the forced into the mod efforts and comments. Some of the lines with Misty are still a little inconsistent on this route but I find it more enjoyable overall, and Alt start handles the rest of the dialogue changes mostly (Codsworth lines can be funny this route sometimes) If you go through Marina's very first two dialogues without skipping them, when you play the alt- start, Marina says verbatim she can "hack" the nearby Mister Handy robot to make it believe you were his "owner" before the war, so you have more safety while you get your bearings. The hack can make Codsworth say crazy stuff which are not necessarily true for you. What are the inconsistencies? ( specifically on this latest version on the main page, as e they have just been regenerated) You mean what was being said, voice timbre, or just audio technical, like in loudness being a bit variable?
Mimirue17 Posted March 14 Posted March 14 I will run the latest version on the alt - start and give a current recap - probably Sunday night as wont be able to play till then. Its some of the lines the way they flow into each other, think it was the line about the parents not able to control you anymore or something like that. Will wait to try the latest version before going too deep, still prefer it and would not mind that being the standard version and the Nora route being the alt version, but that's just me. 1
MSM_Alice Posted March 14 Author Posted March 14 (edited) 1 hour ago, Mimirue17 said: I will run the latest version on the alt - start and give a current recap - probably Sunday night as wont be able to play till then. Its some of the lines the way they flow into each other, think it was the line about the parents not able to control you anymore or something like that. Will wait to try the latest version before going too deep, still prefer it and would not mind that being the standard version and the Nora route being the alt version, but that's just me. Got it. Well, the writing itself did not change, just the delivery and the voice timbre. If it was the writing that was bugging you, then it is still the same :). The reason it is named an alt start is that from the point of view of the base Fallout 4 game, the Nora start is the "canon". Anything else other than Nora's start is an alt-scenario. Does not mean I have a personal preference for the alt start or the canon start. Edited March 14 by MSM_Alice
chyoashaun Posted March 14 Posted March 14 (edited) I noticed an issue with the surrendering to a sex craving. I surrendered to a group of 4 super mutants and 2 of their hounds, and after all of the rounds finished, one of them were still hostile to me (while the rest were paralyzed). Within 1-2 seconds, my player again immediately surrendered due to the sex craving (although when hitting the info screen it showed all needs met) and again did all of the scenes again. Again, as 1 was a primus my character would likely never beat, they remained hostile again. And again, a couple seconds after I had movement again, my character surrendered due to a craving. During the first scene (with the primus, unfortunately) I was able to move the camera around, which I noticed it allowed me to kill off all of the other characters with sandman kills as they were paralyzed. This time, I beat the Primus, but I still got into a vicious circle of surrendering once they became hostile. Trying to see how long it would ride out, my character surrendered around a dozen times while I chipped away at the primus's health (I was able to get 1-2 hits in before surrendering each time). Eventually, I killed him, but not before surrendering a large number of times. EDIT: I just noticed your release notes regarding a change that might actually already address this issue, so I downloaded the new version and will test with that version to see if it is resolved with your fix. Edited March 14 by chyoashaun
MSM_Alice Posted March 14 Author Posted March 14 2 hours ago, chyoashaun said: I noticed an issue with the surrendering to a sex craving. I surrendered to a group of 4 super mutants and 2 of their hounds, and after all of the rounds finished, one of them were still hostile to me (while the rest were paralyzed). Within 1-2 seconds, my player again immediately surrendered due to the sex craving (although when hitting the info screen it showed all needs met) and again did all of the scenes again. Again, as 1 was a primus my character would likely never beat, they remained hostile again. And again, a couple seconds after I had movement again, my character surrendered due to a craving. During the first scene (with the primus, unfortunately) I was able to move the camera around, which I noticed it allowed me to kill off all of the other characters with sandman kills as they were paralyzed. This time, I beat the Primus, but I still got into a vicious circle of surrendering once they became hostile. Trying to see how long it would ride out, my character surrendered around a dozen times while I chipped away at the primus's health (I was able to get 1-2 hits in before surrendering each time). Eventually, I killed him, but not before surrendering a large number of times. EDIT: I just noticed your release notes regarding a change that might actually already address this issue, so I downloaded the new version and will test with that version to see if it is resolved with your fix. Hello. There are several separate aspects here. Let's take them one by one 1. The latest patch notes: What the latest patch notes say is that I found and addressed an edge case of a redundant activation of sex caused by loss of control, via the dialogue path (to friendlies). I am essentially pausing that loss of control dialogue from being able to trigger immediately after a sex scene, until a new craving evaluation for the loss of control status is made, to see if the loss of control craving had just been satiated or not by the scene that had just ended. So there's no doubled craving-induced-prostitution dialogue scene, caused by loss of control. What you are describing is something else; it is a combat Surrender caused by loss of control, which is quite a different path than the dialogue path, and the patch does not appl to it. However, I want to understand your case too. It seems your case is made possible by the virtue of whatever is the combination of factors that makes that mutant remain aggro immediately after a surrender, even though violate should have pacified him on the AAF end for a minimum value of time?
MSM_Alice Posted March 14 Author Posted March 14 (edited) On 3/14/2026 at 5:28 PM, chyoashaun said: EDIT: I just noticed your release notes regarding a change that might actually already address this issue, so I downloaded the new version and will test with that version to see if it is resolved with your fix. If you want to try an updated version, try this experimental one. It has two key changes, compared to the public 1.0493 , specifically: - Autosurrender to enemies based on cravings that are causing loss of control, now should not happen until at least one new evaluation of the cravings status is done after the most recent AAF scene ended. The system will no longer assume that the post-violate peace bubble " ought to be enough for that", but it will be tested in a bespoke way. - No MSMA autosurrender to enemies (automatic or even via pop-up) is done anymore during a Violate event, or while there are paralyzed or frenzied enemies around, as a consequence of a sex fight punishment. Only on a new engagement, unrelated to sexfight punishments, can that automatic surrender occur anymore. Button-activated surrenders should still work. Naturally, Violate itself can still do its own surrender based on its own conditions Download here: https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/132/#findComment-7260071 Edited March 15 by MSM_Alice
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