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Posted (edited)

A way to solve the Looksmenu problem

Problem

Spoiler

image.png.822758b5cb70988c61f012dc693069aa.png

 

The solution to the problem

1/ Console

2/ Click on me

3/ Type  MODPOS y 50

4 / Enter

 

Result

 

Spoiler

image.png.ed309f9ca7f0d222c6564294ab8ba4ba.png

 

 


 

Edited by Nea_Bessy
Posted
4 hours ago, MSM_Alice said:


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. 

Pretty sure logging is on. However, some mods can be explicitly set to log or not. 

 

Can't Fast Travel be interrupted in some cases? I could be confusing games. 

 

I'll keep playing and see if the bug crops up again. It's also odd that it was always around Cambridge and in MSMA case two very specific locations. 

 

Spoiler

I managed to reach Level 7 last night. The tone with Queen of Hearts certainly changes for that one. Love it!

 

Telling Marina about it did not seem to be an option. It hit L7 while in a town portal. 

 

In the documentation it says that Good Girl has a lot to do with SA Submission. That means the submissive trait? I often start out as Dominant and typically stay there. Which might explain why those scores were low and stable. 

 

Overall, I still managed to have 7 to 8 intelligence while at Level 7 Bimbo. That's why I asked about Perks, as it would confirm how much is lost. 

 

Still, the following helped:

• Started at 10. 

• Dominant with high willpower (+3). Latex Fetish helps keep willpower high.

• Alternate start with Gifted (+2).

• Plug of the Commonwealth with Int (+1)

• SPECIAL book (+1)

 

Now, I haven't done the following:

• Int Bobblehead (+1)

• Overseers Desk (+1) which would put me closer to 10.

 

Overall better than Milking Human Kindness which was hovered near 1 INT. 

 

Is she immune to radiation at L7. I missed that when it happened. 

 

 

Posted (edited)
1 hour ago, msmfoster said:

Pretty sure logging is on. However, some mods can be explicitly set to log or not. 

 

Can't Fast Travel be interrupted in some cases? I could be confusing games. 

 

I'll keep playing and see if the bug crops up again. It's also odd that it was always around Cambridge and in MSMA case two very specific locations. 

 

  Reveal hidden contents

I managed to reach Level 7 last night. The tone with Queen of Hearts certainly changes for that one. Love it!

 

Telling Marina about it did not seem to be an option. It hit L7 while in a town portal. 

 

In the documentation it says that Good Girl has a lot to do with SA Submission. That means the submissive trait? I often start out as Dominant and typically stay there. Which might explain why those scores were low and stable. 

 

Overall, I still managed to have 7 to 8 intelligence while at Level 7 Bimbo. That's why I asked about Perks, as it would confirm how much is lost. 

 

Still, the following helped:

• Started at 10. 

• Dominant with high willpower (+3). Latex Fetish helps keep willpower high.

• Alternate start with Gifted (+2).

• Plug of the Commonwealth with Int (+1)

• SPECIAL book (+1)

 

Now, I haven't done the following:

• Int Bobblehead (+1)

• Overseers Desk (+1) which would put me closer to 10.

 

Overall better than Milking Human Kindness which was hovered near 1 INT. 

 

Is she immune to radiation at L7. I missed that when it happened. 

 

 


Oh yes, some individual mods have individual logging toggles. They all depend on the master logging setting (and traces)  to be enabled, though.
Because MSMA is in dev mode, it always sends traces to the Papyrus log if Papyrus logging is enabled in the master settings. 

I do lift the limit on fast travel (and restore it after the travel is completed) when I use it. So that it also works in Survival. That is not the source of the oddities. Something else is. 


 

 


I'll double-check to see if arriving via the town portal messes with the Adventures summary evaluation or not. 
Or if it is just a slip-up on my side, given that level 7 is at the edge of the range.
I did do the audio lines for it for sure.

Indeed, I did not go super hard on lost int, just -1 each level,  especially if you go on "Not a Bimbo" subclass, especially since there are so many things that nerf the int additionally.
I could do a more hardcore mod where at the star then the implant is activated, there is an additional -3 int, so that, and -1 each level is a total of -10.  

Slut- nerfs int
Aroused- nerfs int
SA pervecsions- many of them nerf int 
Low willpower and low self-esteem are two of them I think, that also does something.
Becomes impossible to have more than 1 int forever, which is a bit extreme

A bimbo does get additional radiation resistance at each level, and the summed up  resistance at level 7 might be so massive in value  that it might be practical immunity ( though not immunity per se) 

Edited by MSM_Alice
Posted
2 hours ago, MSM_Alice said:

Indeed, I did not go super hard on lost int, just -1 each level,  especially if you go on "Not a Bimbo" subclass, especially since there are so many things that nerf the int additionally.
I could do a more hardcore mod where at the star then the implant is activated, there is an additional -3 int, so that, and -1 each level is a total of -10.  

Slut- nerfs int
Aroused- nerfs int
SA pervecsions- many of them nerf int 
Low willpower and low self-esteem are two of them I think, that also does something.
Becomes impossible to have more than 1 int forever, which is a bit extreme

 

I think you hit the right balance. You made it challenging for the player to keep the character from being a drooling bimbo, instead of making it impossible for the character to ever see int over 1. One should not aim for Level 7 anyways, but I was curious to see where it went. A lot of Zen and Joy just to keep my numbers sane... 

Posted (edited)

It happened again with 1_0497. Ended up in the raider point again after triggering a scene from Nordhagen Beach. Somehow also ended up with invisible handcuffs that could not seem to be removed and eventually the character stopped being able to move. The cuffs could have been self-inflicted, a NPC I rescued still had cuffs and I removed them from their inventory. Attached my logs, hopefully you can make sense of it. 

20260316132924_1.jpg

Papyrus.0.log

Edited by msmfoster
Fixed typos.
Posted (edited)
12 hours ago, msmfoster said:

It happened again with 1_0497. Ended up in the raider point again after triggering a scene from Nordhagen Beach. Somehow also ended up with invisible handcuffs that could not seem to be removed and eventually the character stopped being able to move. The cuffs could have been self-inflicted, a NPC I rescued still had cuffs and I removed them from their inventory. Attached my logs, hopefully you can make sense of it. 

20260316132924_1.jpg

Papyrus.0.log 1.43 MB · 1 download

That is strange, as MSMA does not have subsystems that apply restraints to the player.
Was there a violate scene somewhere, or did you open a container and did Devious Wasteland loot apply a restraint?


So both you and the customer go together in the wrong spot?
And this is with .moveto()?

Edited by MSM_Alice
Posted
12 hours ago, msmfoster said:

It happened again with 1_0497. Ended up in the raider point again after triggering a scene from Nordhagen Beach. Somehow also ended up with invisible handcuffs that could not seem to be removed and eventually the character stopped being able to move. The cuffs could have been self-inflicted, a NPC I rescued still had cuffs and I removed them from their inventory. Attached my logs, hopefully you can make sense of it. 

20260316132924_1.jpg

Papyrus.0.log 1.43 MB · 1 download

In that log, there is some debug information missing (like the script line number for the errors) 

Do you have all these in your papyrus section of the ini ?
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
 

Posted
12 hours ago, msmfoster said:

It happened again with 1_0497. Ended up in the raider point again after triggering a scene from Nordhagen Beach. Somehow also ended up with invisible handcuffs that could not seem to be removed and eventually the character stopped being able to move. The cuffs could have been self-inflicted, a NPC I rescued still had cuffs and I removed them from their inventory. Attached my logs, hopefully you can make sense of it. 

20260316132924_1.jpg

Papyrus.0.log 1.43 MB · 1 download

Two  more questions to help me narrow this down (as so far I can't get it to occur)

- Does this also happen to you if you teleport to/from Marina from the problematic locations? Or is it specific to the prostitution shack, and nothing else? (might be tricky to test due to CVT cost, but if you have a playthrough where you are already bimbo level 7, then it does not matter at that point) 
- Can a new papyrus log, with loaded debug info, be provided?
 

Posted
2 hours ago, MSM_Alice said:

That is strange, as MSMA does not have subsystems that apply restraints to the player.
Was there a violate scene somewhere, or did you open a container and did Devious Wasteland loot apply a restraint?


So both you and the customer go together in the wrong spot?
And this is with .moveto()?

Restraints are very likely not you. I grabbed the handcuffs from a vanilla restrained NPC because the game failed to free them. The radiant Nordhagen Beach rescue at the race track. 

 

Character was fine until I arrived at that new site. Interestingly enough this could have been what caused a break in the first place. Character arrived naked and invisibly restrained. 

 

Willpower free, DD armour workbench and settlement workbench did not trigger a free scenario. I was able to scrap the handcuffs which appeared to free the hands but broke all mobility. 

 

As a test I saved the game, quit and restarted. Real Handcuffs detected an anomaly and deleted it, I was able to move fine after that. 

 

Not running Deviously Cursed Wasteland or anything like that. That's in another playthrough and never had this level of fun with freeing myself. 

 

Again, likely not you for the handcuffs. However the arrival in the wrong location was triggered. 

Posted
29 minutes ago, MSM_Alice said:

Two  more questions to help me narrow this down (as so far I can't get it to occur)

- Does this also happen to you if you teleport to/from Marina from the problematic locations? Or is it specific to the prostitution shack, and nothing else? (might be tricky to test due to CVT cost, but if you have a playthrough where you are already bimbo level 7, then it does not matter at that point) 
- Can a new papyrus log, with loaded debug info, be provided?
 

I'll take a look at my settings for debugging logs sometime today, assuming I get the chance. 

 

Everytime this happened the NPC arrived in the same location as me. If I arrived in Cambridge near Polymer Labs (twice) the exchange would close out normally and the NPC would walk home.

 

Where the picture is taken (thrice) Raiders break the exchange, violate scenes ensues and Ivy's dialogue ends up broken due to stale elements. I fixed that my disabling combat AI long enough to get the scenario to end and then let the Violate scene take place. 

 

Problematic location may not be a thing. While it happened multiple times at Oberland Station, it did not occur the last time I was there. Triggered three gangbangs, and Provocative Perks triggered numerous scenes without incident. 

 

Nordhagen Beach is the only location where a .moveto caused this so far. Even then it was only once. My guess is .moveto is much more stable than fast travel. 

 

Perhaps @riveth has insight on this scenario. His mod creates safe areas for AAF scenes and warps you back to your original location. I've ended up in Cambridge there as well, just within the Greentech Building mesh. 

 

When I start playing again, I'll do a few Town Portal checks and see. Along with triggering the most stressful scenes there are, which is the 10 person AAF. 

 

When and if that happens I'll provide logs and how I got there.

 

Interestingly, when this occurs a few visual cues trigger. 

• One time I got six or more different loading screens. It's like the game would send me to one location, and then to another, and another. This was an older version and never experienced again. 

• Normally the transition will take far longer and the system appears to be frozen. After a minute or two the game may crash, or pop me into Cambridge. The last two times, I tried to use your debug commands to lift the black screen, but before I even got to that menu I arrived in location. 

 

Thank you for getting back to me, appreciate all the effort. Shame the logs did not help. I'll have another observation in another post, minor, but didn't want to confuse them in later conversations. 

Posted

This bug seems to be more of a timing issue. I was doing a Zen scene in the train car (inside locale near Oberland Station) to reduce sex addiction. When that scene was done, it began to fade to black, but the high arousal triggered bimbo behaviour and kept me in the dark.

 

I thought it was a john who found me, and was blocking the return to normal view because of dialogue. So I COCed to Vault111Ext and was able to lift the black screen. Interestingly enough she was still in a bimbo pose. 

Posted (edited)

New test version.  1.0500. Upgradeable mid-playthrough from recent versions of the mod.


Changes from 1.0497

 

  • High arousal bimbo silly action now won't INITIATE sometime after an AAF sex scene  ( dildo friends or normal scene) just ended. Should help with the bug @msmfoster mentioned just above.
  • Added more voices and support for more Player adventures that the player narrates to Marina during their terrace chats,  around sexual encounters with supermutants.
    • Made sure the placeholder narration options for invalid branches are no longer visible; only the valid ones should show now. 
  • Improved the compatibility a bit with  Player Comments and social interactions mod ( before that mod would interfere with guards stopping immoral acts in Diamond City). 
  • Qoh shouldn't be able to butt in after a terrace chat until after the player is on the ground ( before it could do some of its line delivery under the black screen when getting off the terrace).

 

Edit: download on the main page now. 

 

Edited by MSM_Alice
Posted (edited)

I  do have a bug, I think on the "procedural system only, no story rail"  start mode, story quest starts anyway  (but also unlocks the four dildos after the first talk with Marina, as it happens in procedural mode without waiting for the story,  so not critical/breaking, just.... confusing).  

Will have to make sure the story quest it is closed/not started on that branch,  else it could get confusing for those on " procedural systems only"  mode.

Edited by MSM_Alice
Posted (edited)

Until I figure out the starting in procedural-mode-only quirks, I'll update the mod to always start in story mode. 
After the story rail is done, it defaults to procedural mode anyway.

 

On 1.0501, If you don't have the patience to do the story and  want to skip to procedural systems mode  after the age check prompt, after talkign with marina and getting joy from her, you can probably  just do 
setstage MSMA_VisibleQuest 900
To skip the story rail.


Edit: Download is on the main page. 

 

Edited by MSM_Alice
Posted (edited)

ran the whole story mode until the end on 493, everything seemed to work.   The only thing that is a little annoying is the fact Marina uses like 4 different voices during all your conversations with her, but I found the conversations themselves to be fine and a normal thing to have someone to talk to about all the crazy stuff going on.   A little surprised that there was not a conversation to be had around talking in a Deathclaw (multiple times now, included the new variant added by Darthroman of the Gaterclaw!).   Also maybe in the future added in comments about taking in so much fluid that is goes over you limits forcing breast and butt enlargement (yep that happened....maybe more then once in fact.....).

 

I think I have the logging if you are interested in the music and QoH lines, will double check it was still active in this playthrough.

 

Edit: here is the Papyrus with logs.

 

Papyrus.0.log

Edited by Mimirue17
Posted (edited)
7 hours ago, Mimirue17 said:

ran the whole story mode until the end on 493, everything seemed to work.   The only thing that is a little annoying is the fact Marina uses like 4 different voices during all your conversations with her, but I found the conversations themselves to be fine and a normal thing to have someone to talk to about all the crazy stuff going on.   A little surprised that there was not a conversation to be had around talking in a Deathclaw (multiple times now, included the new variant added by Darthroman of the Gaterclaw!).   Also maybe in the future added in comments about taking in so much fluid that is goes over you limits forcing breast and butt enlargement (yep that happened....maybe more then once in fact.....).

 

I think I have the logging if you are interested in the music and QoH lines, will double check it was still active in this playthrough.

 

Edit: here is the Papyrus with logs.

 

Papyrus.0.log 203.44 kB · 0 downloads

Thank you.
Is the gaterclaw a new race?
If so, to be detected properly as a deathclaw type, I'll have to add the custom race to an internal "deathclaw subtypes" racelist. 
Otherwise, it will be considered a mid-tier creature with mid-tier defaults. 

I have defined the infrastructure for about 60 events in terms of "Adventures that the player tells Marina about" ,  and most events have
a- variation of how many iterations of that event occured, (different lines first time and the following times)  ( usually x2) 
b- variations on the intensity that the event had ( some events have 1 but some have up  to 6 variations here)

c- variation to talk about them normally, or   in a prideful way, or in an unhinged way  (so x3) 

Multiply a  by b by c ->  high number of voicelines per event. 
I am adding more narration events as time goes by, but it takes time.

1.0501 adds some "Adventures" with mentions of supermutants. 

I have a while to go to get to deathclaws.
Sturges mentions the deathclaw, though, twice. 

Marina's voice now is a mix of the old lines done with XVAsyth and the new lines done with falltalk. 
,As i push forward with voices,I will phase out the voices done with XVAsynth and leave more of the ones done with falltalk. 
 

Edited by MSM_Alice
Posted
35 minutes ago, MSM_Alice said:

Thank you.
Is the gaterclaw a new race?
If so, to be detected properly as a deathclaw type, I'll have to add the custom race to an internal "deathclaw subtypes" racelist. 
Otherwise, it will be considered a mid-tier creature with mid-tier defaults. 

I have defined the infrastructure for about 60 events in terms of "Adventures that the player tells Marina about" ,  and most events have
a- variation of how many iterations of that event occured, (different lines first time and the following times)  ( usually x2) 
b- variations on the intensity that the event had ( some events have 1 but some have up  to 6 variations here)

c- variation to talk about them normally, or   in a prideful way, or in an unhinged way  (so x3) 

Multiply a  by b by c ->  high number of voicelines per event. 
I am adding more narration events as time goes by, but it takes time.

1.0501 adds some "Adventures" with mentions of supermutants. 

I have a while to go to get to deathclaws.
Sturges mentions the deathclaw, though, twice. 

Marina's voice now is a mix of the old lines done with XVAsyth and the new lines done with falltalk. 
,As i push forward with voices,I will phase out the voices done with XVAsynth and leave more of the ones done with falltalk. 
 

Gaterclaws were introduced in Nuka World, you fight them in the office in the Safari.   The one I ran into was a Boss level one in Wasteland Adventurers Guild - and I think was larger then the standard one - as he gave me the craving for Enormous Shlong, as I already had the one for the regular Deathclaws already.  

The Patreon level version of the Darthroman creature mod added some new creatures 1.09 is the current paid one.   He did however add a second mod which is Creature Resources which is where he will be adding the new creatures to so split them saving space in the mod as it gets larger in size.   I will send you the link in a minute, might be worth checking out.

For example you can now have blowjob/lick animation with Gulpers which will be added to Violate options as they are already on the list.   Gaterclaws are not currently on the Violate list so they have to be chosen Manually, but they show up now where before they would not even appear on a list to be picked along with a lot of the newly added creatures.

 

 

Posted (edited)
2 hours ago, Mimirue17 said:

Gaterclaws were introduced in Nuka World, you fight them in the office in the Safari.   The one I ran into was a Boss level one in Wasteland Adventurers Guild - and I think was larger then the standard one - as he gave me the craving for Enormous Shlong, as I already had the one for the regular Deathclaws already.  

The Patreon level version of the Darthroman creature mod added some new creatures 1.09 is the current paid one.   He did however add a second mod which is Creature Resources which is where he will be adding the new creatures to so split them saving space in the mod as it gets larger in size.   I will send you the link in a minute, might be worth checking out.

For example you can now have blowjob/lick animation with Gulpers which will be added to Violate options as they are already on the list.   Gaterclaws are not currently on the Violate list so they have to be chosen Manually, but they show up now where before they would not even appear on a list to be picked along with a lot of the newly added creatures.

 

 


Oh, then if it is in there, it is probably already handled appropriately. 
Last August I think I went through all official DLCs and made sure all the races there had reasonable bespoke values.

Only new custom races defined in third-party mods need additional effort.

Edited by MSM_Alice
Posted
12 hours ago, Mimirue17 said:

ran the whole story mode until the end on 493, everything seemed to work.   The only thing that is a little annoying is the fact Marina uses like 4 different voices during all your conversations with her, but I found the conversations themselves to be fine and a normal thing to have someone to talk to about all the crazy stuff going on.   A little surprised that there was not a conversation to be had around talking in a Deathclaw (multiple times now, included the new variant added by Darthroman of the Gaterclaw!).   Also maybe in the future added in comments about taking in so much fluid that is goes over you limits forcing breast and butt enlargement (yep that happened....maybe more then once in fact.....).

 

I think I have the logging if you are interested in the music and QoH lines, will double check it was still active in this playthrough.

 

Edit: here is the Papyrus with logs.

 

Papyrus.0.log 203.44 kB · 1 download

This did give me some play info, but the total playcount was low.
Was this from a long play through?
Or merely from the short playthrough where you tested the story?

Posted (edited)

1.0502 is a version where the customers who come to the shack with the player use a temporary AI package for the duration of their presence in the shack, which means they no longer have to be immobilized/AI Disabled at the start.
Should improve compatibility with NAF, too. @rilieAP  

Edit: download on the main page now. 

 

Edited by MSM_Alice
Posted

hello is there a way to progress the bimbo level without conversing with marina? ive had so much crash to desktop and reloading from previous saves just to finish the initial intro of doing the quest for preston that every quest is so buggy that i need to setstage everything, now preston wont live the meuseum, tho if i talk to sturges for resources gathering quest me and sturges are the only one in sanctuary still good to progress, but now stuck just finish the "first step quest" i am not sure how to progress now since i cant talk to preston and if i remember correctly marina would give me some points for bimbo level

Posted (edited)
15 minutes ago, woodrealmelf said:

hello is there a way to progress the bimbo level without conversing with marina? ive had so much crash to desktop and reloading from previous saves just to finish the initial intro of doing the quest for preston that every quest is so buggy that i need to setstage everything, now preston wont live the meuseum, tho if i talk to sturges for resources gathering quest me and sturges are the only one in sanctuary still good to progress, but now stuck just finish the "first step quest" i am not sure how to progress now since i cant talk to preston and if i remember correctly marina would give me some points for bimbo level

O.O
Preston, not wanting to leave the museum,  is surprising and it has never happened to me in any of my tests. 
Something is afoot there :).

If you started the game without the story recently (after the addition of the story mode), there was a bug where a start "without the story"  would erroneously still start the story quest, but incompletely and that could've messed things up. Maybe that's what happened to you. If so, then I don't know what's happening in that playthrough and how to recover from that state.



Anyway, If you want to do a new playthrough  without story, do this
Start a new game, ( ideally on 1.0501or newer  to make sure everything is clean)

  • 1. If you start in pre-war  maybe have MSMA inactive./turned off from your mod manager, until you are done with the Pre war intro.
  • 2. After you get to post war, enable MSMA while still in vault 111, before taking the elevator to the surface .
  • Get to the surface, say yes to running the mod, talk with Misty as normal.
  • Talk with Marina as normal,  (2x  times,  then once more the terrace) 
  • Get Joy dildo  from her. 

then 

If at this point you want to skip the story rail, do 

setstage MSMA_VisibleQuest 900
To skip the entire quest-driven story rail and jump to procedural + sidequest only mode.

If not, continue as normal along the story rail.

When you reach Tenpines Bluff, the story will end, and the mod should jump to procedural + sidequest only mode then too.


 

Edited by MSM_Alice
Posted

Unfortunately, in the previous version on 1.0502, some customers would still run away from the remote shack if they had conflicting AI packages. 
Had to bring back some of the restraining commands,  but hopefully not the problematic ones that were giving NAF trouble. @rilieAP

Also changed the point where the player is polled on whether they want the story or not to after the first cuscene with Marina.
That should take care of most Story/No Story  choice quirks.

 

MSMA_Act1_[In_Dev_StoryMode]_1_0503.zip

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