chyoashaun Posted March 15 Posted March 15 5 hours ago, MSM_Alice said: 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? I have not tried your experimental you put in the new post, but wanted to follow up- Had another one happen. Had a craving with a loss of control occur, and 4 raiders were nearby. 2 of them ran off in fear (I am level 110, and this was by drumlin diner and they were very low level raiders). Had 2 AAF Violate scenes with the 2 raiders, and easily beat them both early (although I disabled the end early, so it ran 120 seconds for each scene). After both scenes ended, they immediately went hostile, and my character went into loss of control again. However, right as my character raised their hands, both raiders became paralyzed and fell over. It then started the first scene, but as I still could select them and didn't want to do another endless loop, I quickly sandman killed them while they were paralyzed. Only 1 AAF Violate scene occurred (likely since it found the second one dead). I looted their bodies, and as I was at the abandoned house just south of Drumlin Diner, I started going towards the house. It was still under 15 seconds since i looted, and the other 2 raiders were returning and in a line. I quickly pegged both of them right as another loss of control event occurred (I only have 1 craving at the moment at Bimbo level 4, so it was the same sex craving loss of control). However, as I had killed them before she stopped, it sat for a minute to see if it could find someone to surrender to. I immediately opened and looked at the info screen, and it correctly showed that I had sex within 3 hours and that I didn't have a craving, so I popped open the console and looked at the variables. I saw that the sex craving ticks still showed 960 for a value, and was set to surrender. Since it couldn't find anyone to surrender to, it let me continue to walk away. I then walked a bit further, and found 2 more nearby raiders that must have just been out of range, and thinking it might make me surrender again, I quick popped them (outside of VATS). Thinking it would have me surrender, I was surprised it did not. I opened the console, and saw that the ticks count was now correctly showing 0. I'll download your new version and see if the changes you made might correct what this does, as it sounds like it might. It seems the variables tracking the ticks / loss of control just aren't resetting quick enough and are getting triggered a second (and third / fourth / so on) time.
mk1234s Posted March 15 Posted March 15 (edited) Hi, I encountered a bug. The main character voiced a desire to have sex. She was automatically transported to the hut (where three actors were waiting), but the AAF scene didn't start (the "Home" menu shows the scene isn't building). Apparently, the bug has been around for a long time, as loading an earlier save doesn't help. After engaging in dialogue with an NPC, she's transported to the hut, where the scene doesn't start. Interacting with the NPC using the "+" key displays a message that the previous dialogue isn't finished and redirects her to the hut. Resetting the prostitution module via MSM doesn't help. I've reset everything possible. The mod version is 1.0478. Is there a way to fix this? --- Another moment during penetration, when an enemy takes the initiative (to have sex), during the scene, the other enemies (not participants) open fire. It looks a little strange. After the scene, they become peaceful again. Is it just me? Edited March 15 by mk1234s
msmfoster Posted March 15 Posted March 15 I just installed your new version, will let you know if anything crops up. However, this is what I've noticed so far with the last version after significant gameplay. • (Bug?) When triggering 10 person gangbangs in Oberland Station the return breaks more often than not. I've ended up thrice in Cambridge, two times by Polymer Labs and the second time by the raider camp with the high tower. Does not trigger from other settlements I've tried or if I break it into smaller groups . • (Not a bug per se) Bimbo music will not trigger due to action music playing in the background. Pretty sure my game is bugged, but perhaps you can check for and override. • (Nice to Have) Make Bimbo levels perks, easier to tell what it's doing in the background? • (Nice to Have) Synthetic Cum should be self-deloyed, or given the option. Put up with the cravings, and use it when you need your character to be normal.
MSM_Alice Posted March 15 Author Posted March 15 (edited) 5 hours ago, chyoashaun said: I have not tried your experimental you put in the new post, but wanted to follow up- Had another one happen. Had a craving with a loss of control occur, and 4 raiders were nearby. 2 of them ran off in fear (I am level 110, and this was by drumlin diner and they were very low level raiders). Had 2 AAF Violate scenes with the 2 raiders, and easily beat them both early (although I disabled the end early, so it ran 120 seconds for each scene). After both scenes ended, they immediately went hostile, and my character went into loss of control again. However, right as my character raised their hands, both raiders became paralyzed and fell over. It then started the first scene, but as I still could select them and didn't want to do another endless loop, I quickly sandman killed them while they were paralyzed. Only 1 AAF Violate scene occurred (likely since it found the second one dead). I looted their bodies, and as I was at the abandoned house just south of Drumlin Diner, I started going towards the house. It was still under 15 seconds since i looted, and the other 2 raiders were returning and in a line. I quickly pegged both of them right as another loss of control event occurred (I only have 1 craving at the moment at Bimbo level 4, so it was the same sex craving loss of control). However, as I had killed them before she stopped, it sat for a minute to see if it could find someone to surrender to. I immediately opened and looked at the info screen, and it correctly showed that I had sex within 3 hours and that I didn't have a craving, so I popped open the console and looked at the variables. I saw that the sex craving ticks still showed 960 for a value, and was set to surrender. Since it couldn't find anyone to surrender to, it let me continue to walk away. I then walked a bit further, and found 2 more nearby raiders that must have just been out of range, and thinking it might make me surrender again, I quick popped them (outside of VATS). Thinking it would have me surrender, I was surprised it did not. I opened the console, and saw that the ticks count was now correctly showing 0. I'll download your new version and see if the changes you made might correct what this does, as it sounds like it might. It seems the variables tracking the ticks / loss of control just aren't resetting quick enough and are getting triggered a second (and third / fourth / so on) time. Indeed, what seems to be happening on your system (that is not par for the course) is that it seems your AAF violate can't make those enemies stay peaceful after it ends, not even for a few seconds, or something else forces that peace bubble to end. so that the punishment from MSMA can be evaluated during peacetime. Normally, that does not happen; normally, they have at least a few seconds of peace time. If you can share the Papyrus log and point to me which one was the problematic interaction, I could try to look for clues there. The latest release that I suggested you download tries to avoid that problematic situation by forcing the Craving-induced autosurrender to take a break if - Violate session is still running - The "Punishment" or "post-punishment" subroutine is still running. - An update of the craving status after the latest AAF scene was not yet done. Let me know if it works or if I need to add more conditions. I could also add a minimum timer: it needs to be more than X ingame hours from the latest surrender or the latest scene ending for the autosurrender to be valid and actualyl go through. I haven't added that yet as I hope the above conditions should catch all practical cases. I have no clue what makes your enemies so eager to resume shooting so quickly after a scene. Initially, I thought you were using Frenzy as an MSMA punishment, but if you say those two got paralyzed, you were obviously using paralysis, so that wasn't it. Something in your modlist nullifies the violate-specific peace bubble time, and that's why the default assumptions break. Edited March 15 by MSM_Alice
MSM_Alice Posted March 15 Author Posted March 15 (edited) 5 hours ago, mk1234s said: Hi, I encountered a bug. The main character voiced a desire to have sex. She was automatically transported to the hut (where three actors were waiting), but the AAF scene didn't start (the "Home" menu shows the scene isn't building). Apparently, the bug has been around for a long time, as loading an earlier save doesn't help. After engaging in dialogue with an NPC, she's transported to the hut, where the scene doesn't start. Interacting with the NPC using the "+" key displays a message that the previous dialogue isn't finished and redirects her to the hut. Resetting the prostitution module via MSM doesn't help. I've reset everything possible. The mod version is 1.0478. Is there a way to fix this? --- Another moment during penetration, when an enemy takes the initiative (to have sex), during the scene, the other enemies (not participants) open fire. It looks a little strange. After the scene, they become peaceful again. Is it just me? Hello! For both of these, I need a wider context (ideally, a papyrus log too) to be able to understand what's happening on your machine. Mandatory trips to the hut are only done for larger group scenes, so I am assuming it was a gangbang craving that did this craving-induced loss of control, and not another form of craving that would have opened a dialogue instead that would have allowed you to choose if you want to go to the hut or not. Is that correct? Three actors waiting (plus you- and the target of your dialogue, total 5 is a valid number of actors for many AAF scenes). Have you had normal (not craving-induced) prostitution runs with that headcount before, and did they work, ok? Or did they never work for you on a headcount of 5? Maybe your animation loadout did not have a valid animationfor that case ( the required SavageCabbage Anim pack should cover that case though, so unsure why). I could try to remove the tags requirements from those animations in case that is what is holding the scene back, but without a Papyrus log to see the actual error, i cannot say for sure what is the hold-up there. Did the target of your dialogue ever arrive at the shack? It sounds like perhaps that one might be a spcial NPC that has been involved in some sort of other activity/quests and its own scripts have kept them elsewhere, or teleported him back once he was far enough from its running quest. Or something else did not allow them to get teleported to the shack, maybe? I can;t say.. need a proper payrus log exhibiting the problem, from a build with logging and tracing enabled. _______________ The second case: Is this a violate scene, or are you extending an infiltration timer? What was the wider context of the interaction? Can a log file be provided? Sometimes, some enemies might shoot at some helper invulnerable entities that spawn near the player for the purpose of fly camera control or QoH dialogue. Normally, all these special cases should be handled as they happen, but maybe you have found a corner case. Edited March 15 by MSM_Alice
MSM_Alice Posted March 15 Author Posted March 15 (edited) 3 hours ago, msmfoster said: I just installed your new version, will let you know if anything crops up. However, this is what I've noticed so far with the last version after significant gameplay. Thank you,. Which version are we talking about here, the one from the main page or the newer one fromthe thread? 1.0495 ? Quote • (Bug?) When triggering 10 person gangbangs in Oberland Station the return breaks more often than not. I've ended up thrice in Cambridge, two times by Polymer Labs and the second time by the raider camp with the high tower. Does not trigger from other settlements I've tried or if I break it into smaller groups . Hmm interesting. I am not doing anything special there. Nor am I using a different subroutine to return, based on the number of participants in the act in the remote shack. Maybe that's a more special area that has time-of-day fast travel restrictions? But does not explain why it works on lower headcounts.... Hmmm.... I am using fast travel to move theplayer to and from places, so that loading screens have a chance to appear , and not a .moveto() command that o nly causes a blackscreen when moving. If you go to the MSMA settings and change that teleportation preference to " use .moveto()" instead of "use fast travel" , does the Oberland problem still occur? Very mysterious. Quote • (Not a bug per se) Bimbo music will not trigger due to action music playing in the background. Pretty sure my game is bugged, but perhaps you can check for and override. Music in fallout4 has a priority rating, and indeed I have assigned a priority to MSMA in regard to categories of vanilla music. I have decided MSMA music is more important than most Fallout4 vanilla music , but not all of it. It is more important than non-combat music, more important than normal Fallout4 combat music, but is not more important than Fallout4 Boss combat music or more important than the Pip Boy radio. Were you having a Boss-type NPC in combat with you at the time, or were you having the Pip-Boy radio on? If that was the case, then it works as designed. Quote • (Nice to Have) Make Bimbo levels perks, easier to tell what it's doing in the background? It is something that I am considering (for Bimbo level and also for Bimbo Specialist classes), but in terms of practicality ( being able to tell what's what): the bimbo cravings report, the General Stats Window or the Specialist Classes Report are on hotkeys or in the implant menu, readily available. They are just as easy to get to as the perks tab on the Pipboy Quote • (Nice to Have) Synthetic Cum should be self-deloyed, or given the option. Put up with the cravings, and use it when you need your character to be normal. Auto consume synthetic jizz can is a MCM option you can set to "off". Or do you mean you want to have autoconsume on, and not off , but you also want a (flow- disrupting) popup, asking you if you want to continue consuming it or want to break the cycle? Edited March 15 by MSM_Alice
msmfoster Posted March 15 Posted March 15 9 minutes ago, MSM_Alice said: Thank you,. Which version are we talking about here, the one from the main page or the newer one fromthe thread? 1.0495 ? I was running 1.0479 with the Oberland Station bugs. I just transitioned to 1.0493, which is latest available in downloads? Quote If you go to the MSMA settings and change that teleportation preference to " use .moveto()" instead of "use fast travel" , does the Oberland problem still occur? Very mysterious. I'll give it a try. I'll let you know if it persists. Quote Were you having a Boss-type NPC in combat with you at the time, or were you having the Pip-Boy radio on? If that was the case, then it works as designed. Like I said, my game is bugged, my final mission with the Mechanist got stuck, because there were no enemies left to attack with. I had to use the console to get out of it, triggering unique dialogue with The Mechanist herself. Since then the music is always on, unless I turn on the radio for a while and then disable it. Even then, always returns when I load a fresh game. Quote Auto consume synthetic jizz can is a MCM option you can set to "off". I missed this option entirely. Sorry! That being said, perhaps prompt the user when they first buy it if they want to auto-consume or not? Thank you for your quick reply.
MSM_Alice Posted March 15 Author Posted March 15 (edited) 16 hours ago, msmfoster said: Like I said, my game is bugged, my final mission with the Mechanist got stuck, because there were no enemies left to attack with. I had to use the console to get out of it, triggering unique dialogue with The Mechanist herself. Since then the music is always on, unless I turn on the radio for a while and then disable it. Even then, always returns when I load a fresh game. In that case, yes, if you have a non-stop boss music playing in your playlist because of external reasons, until that stops, it will take precedence over MSMA music. This priority is set on the creation kit in the ESP, and as far as I can tell, cannot be dynamically changed at runtime. But.. even if this was not caused by MSMA I have an idea how i might help... if you are feeling experimental, try this version below, and in the MSMA Music page at the very end I have added a button that will try to stop the Mechanist's boss music from playing by removing it from the current playing music stack. It won;t help if the third party issue that caused the problem to begin with tries to add it back. But if not, it should normalize things, correct your playthrough music situation. See 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
msmfoster Posted March 15 Posted March 15 1 hour ago, MSM_Alice said: In that case, yes, if you have a non-stop boss music playing in your playlist because of external reasons, until that stops, it will take precedence over MSMA music. This priority is set on the creation kit in the ESP, and as far as I can tell, cannot be dynamically changed at runtime. But.. even if this was not caused by MSMA I have an idea how i might help... if you are feeling experimental, try this version below, and in the MSMA Music page at the very end I have added a button that will try to stop the Mechanist's boss music from playing by removing it from the current playing music stack. It won;t help if the third party issue that caused the problem to begin with tries to add it back. But if not, it should normalize things, correct your playthrough music situation. MSMA_Act1_[In_Dev_StoryMode]_1_0496.zip 248.43 MB · 0 downloads That worked. Saved and went back in and it's still off! Might be an option to generalize it so you can stop any known boss combat music. Tomorrow I'll see if bimbo tracks start up again. 1
MSM_Alice Posted March 15 Author Posted March 15 (edited) 2 hours ago, msmfoster said: That worked. Saved and went back in and it's still off! Might be an option to generalize it so you can stop any known boss combat music. Tomorrow I'll see if bimbo tracks start up again. Well, most boss music stops when you defeat the boss, so probably not needed. For this, I needed to load up the RobotDLC in the CK, go to music Types, find and write down the formids of DLC-specific music, load them up in MusicType variables and write a "Remove" line for each in that debug script function. It is not something procedural; it requires some manual labor on a case-by-case basis. Also, the reason for your Mechanist Boss Music remaining stuck is probably not something that happens usually to most people, and likely not connected to MSMA, but I do what I can to help the people who test the mod :D. Edited March 15 by MSM_Alice
msmfoster Posted March 15 Posted March 15 (edited) 10 hours ago, MSM_Alice said: Well, most boss music stops when you defeat the boss, so probably not needed. For this, I needed to load up the RobotDLC in the CK, go to music Types, find and write down the formids of DLC-specific music, load them up in MusicType variables and write a "Remove" line for each in that debug script function. It is not something procedural; it requires some manual labor on a case-by-case basis. Also, the reason for your Mechanist Boss Music remaining stuck is probably not something that happens usually to most people, and likely not connected to MSMA, but I do what I can to help the people who test the mod :D. Oh, completely fair. I just meant vanilla boss fight and or combat music. I will admit to having no idea on how much there would actually be. Either way, thank you. I do appreciate the fix. Had a weird one last night. No companion dialogue trees would expand. Tried to switch from Ivy to Ada, and neither would work. Dogmeat did work, but Ivy did not seem to register she was dismissed (remained in place) nor could I access her dialogue. I did try the debug option to break potential dialogue options from MSMA and it made no difference. Regular NPC? No problem. I did get this behaviour again after triggering another 10 person scene. The same scene that banished me to Cambridge. Picture attached. I've since adjusted the transition method which seems to be far faster. Edited March 15 by msmfoster Adjusted text to reflect problem was reproduced.
MSM_Alice Posted March 15 Author Posted March 15 (edited) New test version integrating all fixes above 1_0497 Changelog : Synthetic cum concentrate on first use in a playthrough prompts the player to set the auto-reuse preference setting (same one that can be set in the MCM), via a pop-up. Changed how sleep is prevented when arousal is too high ( before, sleep was started for a micro moment and then was immediately interrupted, now it is prevented from starting in the first place, preventing short, almost 0-sized sleep sessions). Added more checks to prevent Craving-induced loss of control from starting a second time (as a dialogue OR as a surrender), even if the craving had been satiated . Added more checks to prevent Craving-Induced loss of control, blocking dialogue that it shouldn't block. @msmfoster this might address your latest issue flagged. Added some fallback assumptions for group sex scenes with 4 actors and up, that do not have proper tags ( vaginal, anal or oral), they are now assumed to matter for soothing those respective craving types, even if they don't have the bespoke tags, just based on common sense assumptions that group scenes would probably do that. [Contextual]Added a debug button in the music MCM page to force stop Mechanist Boss music. Mod now self-reports in the papyrus log the MSMA mod version that the playthrough was started on ( to debug issues caused by upgrades attempted on too old versions). Small typos fixes here and there (loading screen text, UI) Edit: deprecated download Edited March 25 by MSM_Alice
msmfoster Posted March 15 Posted March 15 49 minutes ago, MSM_Alice said: Added more checks to prevent Craving-Induced loss of control, blocking dialogue that it shouldn't block. @msmfoster this might address your latest issue flagged. MSMA_Act1_[In_Dev_StoryMode]_1_0497.zip 248.44 MB · 1 download I may have more insight on the failure. It seems to happen if you don't completely close out a post scene conversation. Prime examples are: • You return to a dangerous location which breaks the conversation completely. • You forget to finish it off and walk away. The above two have left me unable to converse with companions. Although more often then not NPCs may continue without concern. This brings up a change I noticed. Earlier versions my character would trigger a free sex scene and I'd back out. Once I'd get far enough away, you'd be told the other party is too far away and break off automatically. Now they will follow you at a leisurely pace until they eventually catch up with you. If you do initiate the scene you will be warped back to the part of origin where the conversation started, such as Kingsport to Coastal a cottage. In an unrelated matter, I made an observation about non-settlement NPCs. Example, those you'd find in Sim Settlements 2, Vulgar Visitors, and Human Resources. You can trigger sex with them, but they may not exist on your return, and that can break things. Some of your changes look promising! I'll likely switch after I import my Nordhagen Beach Hotel.
Mahkar Posted March 16 Posted March 16 I ran into a bug that blocks the quest stage to get Harmony from completing, along with an easy way to prevent it. A quick forum search didn't give any results for others experiencing this problem, so I figured I should report it. If you take your time getting back to Sanctuary after killing the death claw and don't go to Merina before letting Preston "force" you into the vanilla dialogue(I know you can just walk away,) it advances MSMA_VisibleQuest to the next stage and prevents you from completing the stage to tell Merina what you found out about mister SJ and the scene to get Harmony won't trigger. The rest of the quest worked normally and I was able to get Zen. Reloading a save from before Preston initiated that dialogue and talking to Merina first allowed the Harmony stage to finish correctly.
woodrealmelf Posted March 16 Posted March 16 Hello need help, making a new play through on testing my load order and i have the latest MSMA everytime i load this pops up and crash modlist.txt plugins.txt
MSM_Alice Posted March 16 Author Posted March 16 (edited) 16 minutes ago, woodrealmelf said: Hello need help, making a new play through on testing my load order and i have the latest MSMA everytime i load this pops up and crash modlist.txt 8.17 kB · 0 downloads plugins.txt 4.57 kB · 0 downloads Can you enable logging and tracing and provide a Papyrus log? If it says "old version detected," that does mean that particular save it is not a clean save, where you are activating MSMA for the first time, but that MSMA had been active onthat save before. So is this a case where the init/ the first run okay, and then on later game loads there's a problem ? What is with the (1) there in the name of the mod at the end? have you downloaded it multiple times to your downloads folder? The latest is the one on the thread, 1.0497 ( you have 1.0493 from the main page - no longer the latest) Can you load MSMA_Act1_[In_Dev_StoryMode]_1_0497, above, and start a new game with it instead? Edited March 16 by MSM_Alice
MSM_Alice Posted March 16 Author Posted March 16 (edited) 8 hours ago, msmfoster said: I may have more insight on the failure. It seems to happen if you don't completely close out a post scene conversation. Prime examples are: • You return to a dangerous location which breaks the conversation completely. • You forget to finish it off and walk away. The above two have left me unable to converse with companions. Although more often then not NPCs may continue without concern. This brings up a change I noticed. Earlier versions my character would trigger a free sex scene and I'd back out. Once I'd get far enough away, you'd be told the other party is too far away and break off automatically. Now they will follow you at a leisurely pace until they eventually catch up with you. If you do initiate the scene you will be warped back to the part of origin where the conversation started, such as Kingsport to Coastal a cottage. In an unrelated matter, I made an observation about non-settlement NPCs. Example, those you'd find in Sim Settlements 2, Vulgar Visitors, and Human Resources. You can trigger sex with them, but they may not exist on your return, and that can break things. Some of your changes look promising! I'll likely switch after I import my Nordhagen Beach Hotel. I'll have to look into it and see why the prostitution end conversation monitor is not doing the things it is supposed to be doing for you. There at the end of the prostitution conversation, there is a monitoring script that assesses what happens when you return from prostitution ( whether that is normal prostitution, influence, craving-induced prostitution, it does not matter, that monitoring should be running either way. So if the end of the prostitution conversation does not a. - wrap up in a sensible time (stuck) - time-based condition b. - start in a sensible time frame - time-based condition c. - has the conversation participants ( the customers) in an aberrant state (too far away/, o, disabled, or dead) - distance base or status based conditions Then it detects that, and it should gracefully end things. If you are stuck in that "payment conversation" or how you want to tall it, then other conversations ( with the followers) indeed might not start correctly until you reset the status of the prostitution session. But that SHOULD be done automatically by the mod based on a timeout setting from the end of the prostitution dialogue monitor. Seems this timeout does not trigger happen in your case; it's unclear why. Can you provide a papyrus log from such an event, alongside detailed step by steps on who the customer(s) were, how did you meet them, how did you engage withthem , and how things went? Edit: The fact that, apparently, near Oberland Station, you do not return in the exact position where you left is another puzzling aspect (it never happened for me). I place a Xmarkerheading at the position of the player and another one at the position of the customer, then they go to the remote shack, then I return them both to their exact respective positions; so the fact that you are ending up in a nearby place is totally puzzling for me. Do you have other mods that control player positioning near Oberland Station that might interfere? I am not treating that area any differently than any other part of the game. Edited March 16 by MSM_Alice
MSM_Alice Posted March 16 Author Posted March 16 (edited) 3 hours ago, Mahkar said: I ran into a bug that blocks the quest stage to get Harmony from completing, along with an easy way to prevent it. A quick forum search didn't give any results for others experiencing this problem, so I figured I should report it. If you take your time getting back to Sanctuary after killing the death claw and don't go to Merina before letting Preston "force" you into the vanilla dialogue(I know you can just walk away,) it advances MSMA_VisibleQuest to the next stage and prevents you from completing the stage to tell Merina what you found out about mister SJ and the scene to get Harmony won't trigger. The rest of the quest worked normally and I was able to get Zen. Reloading a save from before Preston initiated that dialogue and talking to Merina first allowed the Harmony stage to finish correctly. Indeed, I followed the logic described, and that's exactly how it happens. However, while it needs fixing, the bug is not permanent, and here is why : Unfortunately, when interfacing with the open network of vanilla quests and player freedoms, there are a lot of contingencies about what if a player does things in a different order, in that have to be accounted for. My philosophy, while the story rail is being built, is to do that in three stages: Step 1: Cover the most likely path. ( done in this case) Step2: Add a (often inelegant) catch-all for all other non-standard paths at a story chokepoint (time -effective, and done in this case at Tenpine Bluff) Step3: Deal properly with non-standard paths/events one by one. ( time-consuming - not yet done) Right now I have done 1, and 2 1 is the path when the player returns from Concord following the quest marker set up for them, talks with Marina, and then talks to Preston 2. The catch-all is when you arrive at Tenpines Bluff as part of Preston's quest, as that is where all dildos are force-unlocked,d whether they were unlocked before or not ( including Harmony) . So you wouldn't have been left without it, had you pushed forward. 3. Properly dealing with the different orders of doing things: that, I haven't done, specifically dealing with all the possibilities of - player talks with Preston in Sanctuary before talking with Marina (your case) - The player actually builds up the entire Sanctuary with Sturges ( and/or WEdge) before talking once with Marina. or even the more extreme ones: - player just does not want to help Sturges build up Sanctuary (crazy, I know ) - player does not want to help Preston with Tenpines bluff. Maybe there are even other way to mess this up., that i havent thought of. Edited March 16 by MSM_Alice 1
woodrealmelf Posted March 16 Posted March 16 38 minutes ago, MSM_Alice said: f it says "old version detected," that does mean that particular save it is not a clean save, where you are activating MSMA for the first time, but that MSMA had been active onthat save before. So is this a case where the init/ the first run okay, and then on later game loads there's a problem ? oh i made another new game i think this happens if you choose the not go for story quest instead the other option just the gameplay 39 minutes ago, MSM_Alice said: What is with the (1) there in the name of the mod at the end? have you downloaded it multiple times to your downloads folder? i thought maybe the file got corrupted of some sort so download another one just incase 41 minutes ago, MSM_Alice said: Can you load MSMA_Act1_[In_Dev_StoryMode]_1_0497, above, and start a new game with it instead? thanks ill try
MSM_Alice Posted March 16 Author Posted March 16 (edited) 6 minutes ago, woodrealmelf said: oh i made another new game i think this happens if you choose the not go for story quest instead the other option just the gameplay Ok, this is good context. It shouldn't happen, either way; that message should only display if the game being loaded is not a true new playthrough, but at least we are getting closer to the context of your issue. The papyrus log will tell me that, without a doubt. So the crash you are experiencing only happens when choosing that option (procedural gameplay systems only), and not the story-on--rail mode? In a pinch, you can start with the story on rail, as when you get to the current Story Rail end (Tenpines Bluff location " The First Steps" quest as sent there by Preston) the mod will default to procedural gameplay systems anyway. Edited March 16 by MSM_Alice
msmfoster Posted March 16 Posted March 16 30 minutes ago, MSM_Alice said: I'll have to look into it and see why the prostitution end conversation monitor is not doing the things it is supposed to be doing for you. There at the end of the prostitution conversation, there is a monitoring script that assesses what happens when you return from prostitution ( whether that is normal prostitution, influence, craving-induced prostitution, it does not matter, that monitoring should be running either way. So if the end of the prostitution conversation does not a. - wrap up in a sensible time (stuck) - time-based condition b. - start in a sensible time frame - time-based condition c. - has the conversation participants ( the customers) in an aberrant state (too far away/, o, disabled, or dead) - distance base or status based conditions Then it detects that, and it should gracefully end things. If you are stuck in that "payment conversation" or how you want to tall it, then other conversations ( with the followers) indeed might not start correctly until you reset the status of the prostitution session. But that SHOULD be done automatically by the mod based on a timeout setting from the end of the prostitution dialogue monitor. Seems this timeout does not trigger happen in your case; it's unclear why. Can you provide a papyrus log from such an event, alongside detailed step by steps on who the customer(s) were, how did you meet them, how did you engage withthem , and how things went? Edit: The fact that, inear Oberland Station, you do not return in the exact position where you left is another puzzling aspect. I literally place a Xmarkerheading at the position of the player and another one at the position of the customer, then return them both to their respective positions, so the fact that you are ending up in a nearby place is totally puzzling fro me. Do you have other mods that control player positioning near Oberland Station that might interfere? I am not treating that area any differently than any other part of the game. I had it also happen to me at Coastal Cottage (once) for dropping into Cambridge. Since I switched transition methods, it has not happened. Interestingly enough Pervert occasionally had the same problem, but with that mod I'd get stuck in the Greentech building (the mesh, not the internal floorplan). As for logs, I'll see about sending it your way once it happens again. Do I need to turn those on for you first or a mod default?
woodrealmelf Posted March 16 Posted March 16 6 minutes ago, MSM_Alice said: Ok this is good context. So the crash you are experiencing only happens when choosing that option, and not the story mode? updated the mod to the latest 497 and it crash tho i got a notif that it was old version again?do i make a new save to test?
woodrealmelf Posted March 16 Posted March 16 4 minutes ago, woodrealmelf said: updated the mod to the latest 497 and it crash tho i got a notif that it was old version again?do i make a new save to test? modlist.txt
MSM_Alice Posted March 16 Author Posted March 16 (edited) 39 minutes ago, woodrealmelf said: modlist.txt 8.2 kB · 0 downloads Yes. A new playthrough is needed for your set-up. That one seems to be an older playthrough. Papyrus log with traces enabled would be useful too.. Edited March 16 by MSM_Alice
MSM_Alice Posted March 16 Author Posted March 16 (edited) 50 minutes ago, msmfoster said: I had it also happen to me at Coastal Cottage (once) for dropping into Cambridge. Since I switched transition methods, it has not happened. Interestingly enough Pervert occasionally had the same problem, but with that mod I'd get stuck in the Greentech building (the mesh, not the internal floorplan). As for logs, I'll see about sending it your way once it happens again. Do I need to turn those on for you first or a mod default? Papyrus logging and log tracing needs to be turned on manually. It is not controlled by the mod. The fact that it stopped happening when you changed travel modes.... it seems it DOES have something to do with the F4 fast travel system, that perhaps decides the provided travel target should not be used (for some undisclosed reason) , and picks another target instead. Edited March 16 by MSM_Alice
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