Chubrikone Posted March 20 Posted March 20 12 hours ago, msmfoster said: Effectively you can't actually build a settlement, not without a week of synthetic cum. My settlement can take days to finish. I am playing with the Workshop Plus mod, it basically treats player as a ghost while building, it is so useful for scrapping the molerats at Red Rocket early on (with the help of Place Everywhere). I still get the appearance comments, but I never get kicked out of workshop menu due to a craving 1
woodrealmelf Posted March 21 Posted March 21 3 hours ago, MSM_Alice said: Are you making fun ?:) wh what? no. coz everytime sexfight for me i need to press the hotkey for it and if its automatic it doesnt work that well in my case. an example is when the client or aggressor flash blue i need to press again right to respond to challenge but sometimes i miss with all the visuals and stuffs tho im not complaining man just asking if there is a option to make it auto coz i checked in implant that there are options for burning other stuffs but not the ap itself. but again the mod make it more interactive. 1
JemappelleRedacted Posted March 21 Posted March 21 (edited) 11 hours ago, MSM_Alice said: Will make sure that either I disable controls Please don't do this: doing another NR run (slightly broken due to Depravity, so I've not been logging bugs) and JB's camera and control locks are the bane of my existence...meeting Fever on the way home from DC took dozens of reloads because the conversation was interrupted by a captive being placed in the "raider camp" it creates, or a nearby creature triggering combat, and not only can you not move but you can't see what's happening. And that's just the one that had an obvious fix! No idea what the problem was in the surgery scene but THAT took 6+ reloads as well after the game locked up on transferring to the gurney the first time and failed to progress the conversation properly after reload. Also, before I turned it off I had a lot of Craving LoC events at inconvenient times that may or may not have broken NR dialogues (comparatively certain The Bike failing to start properly broke a lot of things, so I can't swear that they were specifically MSMA caused but with how volatile NR's event chains can get it's a non-zero chance they could be an issue). Side note, I have no idea why people say this gels well with NR: both story lines are about a PC that's acting like a bimbo rather than actually having the IQ of a glass of water. No bonuses for winning sex fights (and let's face it, no matter how much I want Maxson to die, if you forget to turn off consequences it could derail the whole script system), appearance system is ignored, cravings make sense but from a clean start aren't going to be relevant (and for the same reason I think the difficulty getting back to Marina isn't an issue from a fresh start, either), and the social commentary tends to get drowned out by NR's system. Oh, also the constant flow of new clothes that can run face first into the piercing and nail issues I've previously reported. 21 hours ago, MSM_Alice said: Right now, I don't block the conversations from "loss of control due to cravings" from occurring while the crafting menu, workshop menu, or looks menu is open. Do you feel strongly that I should? At the minimum, it's irritating. Given it's a Bugthesda game it's probably good practice to prevent systems interacting to prevent unanticipated issues. I think looksmenu had an issue when it crossed with LoC events and either crashed or locked my controls at least once. 1 hour ago, woodrealmelf said: just asking if there is a option to make it auto No, there is not, as it removes the main reason/mechanic the mod is based on: player engagement with the animations. Missing a few prompts isn't a huge problem, and there are more ways to gain an advantage from the interaction than there are ways for failure to be critical. The "Auto-burn" options aren't really auto, they just let you toggle alternate stat changes to get extra AP. Edited March 21 by JemappelleRedacted 1
msmfoster Posted March 21 Posted March 21 I got the warp to Cambridge raider center bug again. After the Violate scene, I was unable to use the arrows or escape key. No clue why, and it may have nothing to do with your side of the house. But it was weird enough to report. Triggered the scene from Greentop Nursery. Logs attached. Was not in all that long, an AAF scene crashed on me, suspect it's likely a newer version of EAP. Papyrus.0.log 1
Mimirue17 Posted March 21 Posted March 21 2 hours ago, woodrealmelf said: wh what? no. coz everytime sexfight for me i need to press the hotkey for it and if its automatic it doesnt work that well in my case. an example is when the client or aggressor flash blue i need to press again right to respond to challenge but sometimes i miss with all the visuals and stuffs tho im not complaining man just asking if there is a option to make it auto coz i checked in implant that there are options for burning other stuffs but not the ap itself. but again the mod make it more interactive. I believe the entire point of the system is you (the player) are supposed to respond to the client so you can maximize the effects of your power (you have like 3 seconds to respond....) and if you fail to respond then you are less effective. There would not really be any point to the mod if it did everything for you, your gun doesn't automatically shoot the enemies without you clicking a button - its the same kind of thing. 1
MSM_Alice Posted March 21 Author Posted March 21 (edited) 7 hours ago, Chubrikone said: I am playing with the Workshop Plus mod, it basically treats player as a ghost while building, it is so useful for scrapping the molerats at Red Rocket early on (with the help of Place Everywhere). I still get the appearance comments, but I never get kicked out of workshop menu due to a craving That's what I get too, logically shouldn't happen, as the activator is a high priority dialogue replacer, and dialogue doesn't start in workshop mode, but I am not ruling out people having different set-ups, perhaps it does happen for msmfoster, but not for us. A bespoke setting in the MCM will enforce it happening in one way or the other, so people can have it the way they like it. Edited March 21 by MSM_Alice
MSM_Alice Posted March 21 Author Posted March 21 (edited) 5 hours ago, woodrealmelf said: wh what? no. coz everytime sexfight for me i need to press the hotkey for it and if its automatic it doesnt work that well in my case. an example is when the client or aggressor flash blue i need to press again right to respond to challenge but sometimes i miss with all the visuals and stuffs tho im not complaining man just asking if there is a option to make it auto coz i checked in implant that there are options for burning other stuffs but not the ap itself. but again the mod make it more interactive. Oh, got it, , I misunderstood because, as @Mimirue17 said, if the ask is essentially the sexfight equivalent of "I don't want to press the trigger on a gun, can the gun autokill my enemies for me?" of normal combat, it seemed a bit strange. Initially, I thought " auto burn" HERE was same as auto burning BP or other stats for getting more AP , that's why "burn AP for AP" made no sense, seemed like a troll/joke ask . I guess I could have a mode where challenges are auto answered at " mid tier", without a button press, but that sort of kills the minigame in the first place, it makes actions less strategic, less interesting, and less interactive. If you are missing the visual cues, you can rely on the audio cues. I'm not feeling the need for a sexfight "autopilot" right now. Edited March 21 by MSM_Alice
MSM_Alice Posted March 21 Author Posted March 21 4 hours ago, msmfoster said: I got the warp to Cambridge raider center bug again. After the Violate scene, I was unable to use the arrows or escape key. No clue why, and it may have nothing to do with your side of the house. But it was weird enough to report. Triggered the scene from Greentop Nursery. Logs attached. Was not in all that long, an AAF scene crashed on me, suspect it's likely a newer version of EAP. Papyrus.0.log 848.12 kB · 1 download Thank you will take a look. Thank you also for activating debug info, I am seeing script line numbers now, that is generally more helpful
MSM_Alice Posted March 21 Author Posted March 21 (edited) 6 hours ago, JemappelleRedacted said: Please don't do this: doing another NR run (slightly broken due to Depravity, so I've not been logging bugs) and JB's camera and control locks are the bane of my existence...meeting Fever on the way home from DC took dozens of reloads because the conversation was interrupted by a captive being placed in the "raider camp" it creates, or a nearby creature triggering combat, and not only can you not move but you can't see what's happening. And that's just the one that had an obvious fix! No idea what the problem was in the surgery scene but THAT took 6+ reloads as well after the game locked up on transferring to the gurney the first time and failed to progress the conversation properly after reload. I understand why, in some cases, these kinds of lock in place are needed, but I can also see how they can become problematic when interacting with procedural systems that they don't have fallbacks for. In general, figuring out what to do with dialogue scenes is tricky, initially when I started developing MSMA I was setting the most important scenes as "uninterruptible" , in my naivite thinking that will force the player to see the convo through. But unless I also lock the player in place, they can simply leave that convo , this can lead to "latent " dialogue scenes that never stop, and thuse causing new dialogue with others mysteriously stopping before they start ( because the original scene never stopped and is in a perpetual " wait for the player to return to the NPC and resume conversation" state. But the player forgot they were supposed to do that and nowthey are running around on the other corner of the map wondering why they can't talk with other npc, and if the scene had a "walk to" AI package that had to complete, then the original NPC is following the the playuer like a slow walking terminator around the map, to complete the convo. So I have come to the conclusion that the best practice is to do one otr two things: a - either set the scenes as actually interuptible but have monitoring scripts and hand crafted condition to detect "player has pulled away from the scene before completing it" states , all in all other checks in the background that do things when they detect edge cases, so that the state one ends up is not problematic, (makes things seem less prescriptive and more resilient but complicates scripts and debugging) OR b. - set them as uninterruptible and also lock the player in place - usually I only do position lock (and menu usage lock maybe to prevent fast travel.. will see), to prevent pulling way from of that situation, (maybe even rotation, which is what I trust NR is doing to control cinematic framing). Doing something else seems to spell disaster. Where I do lock the player in place, I test for a LOT of things first, I have a function that out of frustration i ended up calling it called MightILevelUpSir, like a victorian era orphan asking, begging can FIANLLY do the conversation based levle up, that tests for enemy proximity and all sorts of things before deciding if it is safe to lock the player in palce for the level up convo. Quote Also, before I turned it off I had a lot of Craving LoC events at inconvenient times that may or may not have broken NR dialogues (comparatively certain The Bike failing to start properly broke a lot of things, so I can't swear that they were specifically MSMA caused but with how volatile NR's event chains can get it's a non-zero chance they could be an issue). I am doing a similar test and wondering if the Loss of Control system needs a different approach. Maybe the mod needs to start with LoC toggled off. Or maybe it needs a prompt for the player to decide if they want it of or on on first run. I could add a "resist your urges" pop-up menu, and you can like resist up to 3 times before you can't resist (maybe more for Virtue Bimbo), but rallow you to avoid it firing in key situations. Maybe I need to have a series of whitelisted quests or locations, and while they are running, LoC just does not start. The key menus (looksmenu crafting menu and workshop menu ) will have custom settings anyway ( already implemented, jut not released yet). Speaking or procedural systems interactions, There was another hilarious interaction when I went to the mayor to get the motorcycle, at some point, there is a sex scene there onthe nora path, and the guard at the entrance of the mayor's office actually came in to fine me for indecent exposure because it was technically in the DC worldspace. But really, would Diamond security not be more lenient if the "customer" was the mayor, doing things in his office? . So I need to add some extra conditions there. Quote No bonuses for winning sex fights Now .. to be fair, one cannot reasonably expect other mods to implement bonuses for winning MSMA sexfights if their focus is elsewhere; as many don't have that concept defined internally, most consider AAF scenes as deterministic "decoration", where nothing unexpected can happen during the scene, not seeing it as a gameplay sequence with possibly dramatic outcomes. Only mods that acknowledge the possibility of random combat, or some of their NPC dying or being incapacitated after an AAF scene, can do that (without doing some custom MSMA integration work themselves). But creating contingency plans for that, if that wasn't in that mod's structure to begin with, can cause un-manageable ramifications on a story rail. That being said it I also need to do more on that front to make this easier for someone who would entertain the idea of doing that. While I do provide script sources, digging into them to figure out the system is time-consuming. Aside from exposing the documentation for third-party mods to remotely and externally suppress MSMA sexfight bad outcomes on key scenes (where all participants need to survive) - which is something I do on the second post of this thread- there is more needed. For a third-party mod author who would want to allow " bad outcomes" for NPCs in MSMA sexfights or to do things differently based on player performance in MSMA sexfights, I could and should also share more info on which actor values can be polled to determine that. A way for an external mod to "tell" how the sexfight went, so it can ... do things based on that, should they want to. Maybe even have MSMA set up some events that external mods can register for when punishing NPCs. Will see. Seems premature at this point. Edited March 21 by MSM_Alice 1
JemappelleRedacted Posted March 21 Posted March 21 1 hour ago, MSM_Alice said: MightILevelUpSir, like a victorian era orphan asking, Been watching Stargate SG1 on Netflix, and within 20seconds I said out loud "Please sir, might you spare me some more pixels?" 😅 The Victorian era curse strikes at random it seems! Side note on that function though, sometimes I only know QoH is talking because I have Reginald's conversation lights kick off 🤔 1 hour ago, MSM_Alice said: Maybe the mod needs to start with LoC toggled off. Or maybe it needs a prompt for the player to decide if they want it of or on on first run. I could add a "resist your urges" pop-up menu, and you can like resist up to 3 times before you can't resist (maybe more for Virtue Bimbo), but rallow you to avoid it firing in key situations. See, like I said in my NR comments, it's not problematic until it suddenly is. Ignoring the cravings slides you into B3, then rapidly into B5 and finally B7, suddenly unlocking and ramping up cravings until you "need" to spend 2 out of every ?9 realtime minutes getting laid. So starting out disabled really doesn't help since it doesn't take a toll until late B3-B4, but it snowballs brutally from then on. Actually, it doesn't always clear properly, either, and for example a LoC Anal prostitution scene can follow right after an unforced anal scene. Could definitely use a Resist option, also maybe adding the toggle to the implant menu and not calling us chicken for turning it off to allow us to progress through a hypersensitive content situation 😒 Side note still related to NR, the "Naughty End was pressed" gets very tiresome when you're trying to skip forced content you find objectionable or an animation that was broken due to starting on a piece of furniture. I get what you're going for, but life do be like that some days 🤷♂️ 1 hour ago, MSM_Alice said: guard at the entrance of the mayor's office actually came in to fine me for indecent exposure Oh, I'll go you one better, for Night Fever I was in the jail cell giving Nora's DC Guard fans a gift for being so supportive...and one who wasn't invited to participate in the blowbang broke up the party and tried to fine me 🤣 The jealousy was clearly too much for him! 2 hours ago, MSM_Alice said: Now .. to be fair, one cannot reasonably expect other mods to implement bonuses for winning MSMA sexfight God no, and given the workload involved I wouldn't even try to argue it should! Love both MSMA and NR (the humour makes them both worth a keeping), I was merely pointing out I can't see how it compliments NR mechanically or thematically. Hell, NR killed MSMA's music, which is unforgivable (yes, I fixed it, but still)!
MSM_Alice Posted March 21 Author Posted March 21 (edited) 3 hours ago, JemappelleRedacted said: Oh, I'll go you one better, for Night Fever I was in the jail cell giving Nora's DC Guard fans a gift for being so supportive...and one who wasn't invited to participate in the blowbang broke up the party and tried to fine me 🤣 The jealousy was clearly too much for him! Jealousy indeed, Hmm.. should I make the guards only react to MSMA started scenes? Or is the system good the way it is? I mean, one can turn them off if they want to, in the MCM for the duration ofthe quests in DC. Ss it is not like there are no options to go around it. I would imagine this could be challenging also for the Commonwealth Slavers' Mission when prostituting in DC. Edited March 21 by MSM_Alice
msmfoster Posted March 21 Posted March 21 (edited) 10 hours ago, MSM_Alice said: I could add a "resist your urges" pop-up menu, and you can like resist up to 3 times before you can't resist (maybe more for Virtue Bimbo), but rallow you to avoid it firing in key situations. It is mind boggling the amount of work needed to get a mod of this complexity running. Thank you for the work you've put into this. Instead of a counter of times someone tries to avoid succumbing to their needs. Tie it directly to willpower? Use it often enough and you'll end up a sub. Best part it it uses existing Sexual Attributes elements that are known. Additionally a lot of mods avoid scene breaks and conversation breaks by simply paying up front. This does not work for you because performance affects pay levels. What if you transferred caps just as scenes you initiated end? That way if the NPC disappears on the warp back, or conversations are broken it won't really affect anything. Edited March 21 by msmfoster Added quick idea to simplify payment mechanism. 1
JemappelleRedacted Posted March 21 Posted March 21 10 hours ago, MSM_Alice said: I would imagine this could be challenging also for the Commonwealth Slavers' Mission when prostituting in DC. Hmm, last I played they went to the greenhouse every time, so it shouldn't be a problem there...from a roleplay perspective, corrupt guards trying for a freebie is on brand even if it did interfere. I don't think the engine has the finesse to cover all cases like these, but the toggle gives you a simple way to work around clashes so it's probably fine as-is. 6 hours ago, msmfoster said: Instead of a counter of times someone tries to avoid succumbing to their needs. Tie it directly to willpower? Thematically sound, but if your will is zeroed you still need a way to bypass mod conflicts that might be gamebreaking (ie, the Fever issue I mentioned: can't progress NR and potentially even after a shack visit would be unable to use controls without console commands). While a punishment for use/overuse fits the concept, as a Bugthesda game it's not a lot of fun to be punished for trying to get around yet another glitch. 6 hours ago, msmfoster said: What if you transferred caps just as scenes you initiated end? That way if the NPC disappears on the warp back, or conversations are broken it won't really affect anything. This only stops the minor issue of payment, it wouldn't have any effect on conversation locking with other NPCs, teleport issues, or anything else arising from a failed dialogue. 1
msmfoster Posted March 22 Posted March 22 (edited) 1 hour ago, JemappelleRedacted said: This only stops the minor issue of payment, it wouldn't have any effect on conversation locking with other NPCs, teleport issues, or anything else arising from a failed dialogue. It does if the dialogue is no longer blocked because payment occured. Edited March 22 by msmfoster
MSM_Alice Posted March 22 Author Posted March 22 (edited) Here is a new test version. A lot of flow changes, so it needs serious testing. nothing is guaranteed Mid-playthrough upgrades should be good Edit: see the updated download two posts down. https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/136/#findComment-7264425 Edited March 22 by MSM_Alice 1
hiono Posted March 22 Posted March 22 (edited) On 3/20/2026 at 8:17 AM, MSM_Alice said: Well, I it is impossible to set defaults to fit all playstyles. Some customization will need to be done by the user. The number of ticks from when a craving becomes active to when loss of control occurs is a slider in the MCM, and so are cravings themslves (installation speed, evolution speed, or even if they occur at all). Maybe I need to allow for a wider berth there, if you set that "Ticks to loss of control" slider to the max but still seems too short at bimbo levle 7. Those MCM settings are there to be tweaked, individually; there cannot be a one-size-fits-all. The defaults are indeed tuned for a user to feel that bimbol level 7 is means "this is too much", "this is overbearing", "life as you knew it is over", but you can go in the mcm and make level 7 bearable by setting those intervals larger, should you want to. Alternatively, at bimbo level 7, popping a can of synthetic jizz before doing something where you don't want cravings or loss of control to get in the way, and interfere with your focus is a perfectly respectable avenue ( and it is exactly what the can was created for). It lasts a full in-game day. I'll also add 3 settings for the loss of control mode to be able (or not) to start a dialogue that force-closes the crafting menu, workshop menu or looksmenu (each separately) Yeah at the defaults its pretty much unplayable at level 7 so that goal was accomplished haha I had to turn off craving induced prostitution at level 7 it was causing some issues paired up with the silly actions and getting pulled off workbenches but nothing a load didnt fix. its actually kinda funny how you shift to kinda naturally trying to avoid guys with the craving induced stuff. I will note that the silly actions can also get in the way of stuff on its own but its probably a me problem because of how i shifted settings they start at just aroused and you gain a lot more arousal with how i set sex attribute settings. It did lead to some funny outcomes like kells grilling you on why you want to join the brotherhood and shes just dancing while talking to him. Edit: I see you already changed what i mentioned haha im gonna be starting a new game soon so ill try to break it some more Edited March 22 by hiono 1
MSM_Alice Posted March 22 Author Posted March 22 (edited) Here is a new test version. Changed quite a few things around the popup menu meant to help manage emergency responses to loss of control on ignored cravings. Should be a lot more robust now ( yesterday it had several issues) Also loss of control on ignored cravings tick count should evolve significantly slower by default now (~ about 10 times slower). Reposting full changelog when compared to 1.0500, for convenience: Changes Pre prostitution dialogue scenes and prost prostitution dialogue scenes (payment scene) are now more closely monitored, for edge case-exit conditions (distance too far from customer, dead customer, and such). If those situations are detected, then the prostitution session is elegantly closed down. Should prevent all sorts of headaches. Customer NPC in prostitution should be more carefully guarded against accidental deletion on trips to/from the remote shack, even if they are not persistent references (should ensure they go to the shack and they return from the shack without getting deleted). Bimbo Infiltration now has MCM settings to start: never (turned off), hostiles + friendlies, (as long as the sexfight was successful) on hostiles-only (as long as the sexfight was successful). Default is on hostiles-only. Prostitution "follow me to a back alley " mode now should be more robust and should also allow scene initiation without a hard requirement to talk to the customer, when the destination is reached, just by pressing the sexfight key when you reach the desired spot, as it is considered that the player should have full decision power on what is a good enough spot. If the customer is a slowpoke and is too far away, they will be teleported to the player, and then the scene will start. The old way of starting the scene, talking with the customer (if he was able to keep up and is nearby), naturally, still works as well. Added MCM Settings for Loss of control caused by sex cravings to not be able to (or be able to - if so desired by the player) fire while the player is in workshop menu, looks menu, or crafting station Additional MCM setting to tune how fast a bimbo in an active craving scenario gathers those "ticks " in the "tick pool" to get to Loss of Control. Maybe on higher bimbo levels, that progression rate was a bit too much. Now it is customizable. MSMA Social comments system should now include Nuka ride gangs members (Operators, Pack, and Disciples) Added a pop-up menu that opens the first time when a craving-induced loss of control occurs, which allows the player to make some decisions on how to react. Ignore and let things happen, Postpone the Loss of control effects by paying Willpower. The amount of willpower per each delay is MCM tunable. If not enough willpower is available, payment will be extracted from the Nymphomania CVT. The first time this pop-up appears, it also allows you to decide to turn off the Loss of Control Mechanic altogether (can also be done via MCM) See the download in the post below Edited March 22 by MSM_Alice 2
MSM_Alice Posted March 22 Author Posted March 22 (edited) Sorted out a few more bugs and corner cases, I think it is about ready for the first page. *Edit, done, this version is now also live on the main page. Edited March 25 by MSM_Alice 1
msmfoster Posted March 22 Posted March 22 8 hours ago, hiono said: Yeah at the defaults its pretty much unplayable at level 7 so that goal was accomplished haha I had to turn off craving induced prostitution at level 7 it was causing some issues paired up with the silly actions and getting pulled off workbenches but nothing a load didnt fix. its actually kinda funny how you shift to kinda naturally trying to avoid guys with the craving induced stuff. I will note that the silly actions can also get in the way of stuff on its own but its probably a me problem because of how i shifted settings they start at just aroused and you gain a lot more arousal with how i set sex attribute settings. It did lead to some funny outcomes like kells grilling you on why you want to join the brotherhood and shes just dancing while talking to him. Edit: I see you already changed what i mentioned haha im gonna be starting a new game soon so ill try to break it some more Actually I tend to do the same, avoid men if I get more focused on the story. Same goes with Sexual Harassment. I did notice that bimbo reactions do cut through and play while in Workshop Mode. Usually forces me to exit and re-enter, because you are not supposed to be third person in that mode. Still, I think Level 7 is spot on. It's not meant to be a superpower. As it stands I can't get enough Zen, and Joy to stabilize for long. It's also nearly impossible to to actually talk to a male NPC if you need to. Well not quickly enough. Less than an in-game hour after several gang bangs. Again. Level 7 should not be an actual goal.
MSM_Alice Posted March 22 Author Posted March 22 (edited) 20 minutes ago, msmfoster said: I did notice that bimbo reactions do cut through and play while in Workshop Mode. Usually forces me to exit and re-enter, because you are not supposed to be third person in that mode. Are you using a mod that changes the name of the workshop menu, perhaps ? Silly bimbo anims module (and the corresponding camera changes) actually specifically test for the workshop menu being open and do not start if it is. Only the giggle audio plays. But if your workshop menu does not have the standard workshop menu name, then it might evade this test. Also, this latest version of the mod has MCM settings for Loss of control conversations, to avoid triggering when in Workshop, Crafting station or looksmenu. But they are all done based on the menu name. But if your workshop menu has a different name than the normal vanilla worskhop menu, then these won't work. Edited March 22 by MSM_Alice
msmfoster Posted March 22 Posted March 22 (edited) 1 hour ago, MSM_Alice said: Are you using a mod that changes the name of the workshop menu, perhaps ? Silly bimbo anims module (and the corresponding camera changes) actually specifically test for the workshop menu being open and do not start if it is. Only the giggle audio plays. But if your workshop menu does not have the standard workshop menu name, then it might evade this test. Also, this latest version of the mod has MCM settings for Loss of control conversations, to avoid triggering when in Workshop, Crafting station or looksmenu. But they are all done based on the menu name. But if your workshop menu has a different name than the normal vanilla worskhop menu, then these won't work. Nothing in particular other than other mods adding their items to the expansive list. Now I do have Workshop Framework installed, which is pretty normal when you get creative with settlements. I can send you a list of all my mods if you think that will help? Of note, I have not yet switched to your latest revision. So it might be fixed. Edited March 22 by msmfoster 1
MSM_Alice Posted March 22 Author Posted March 22 (edited) A fix for one of the lines on prostitution payment that had an error where in some cases, payment wouldn't be provided on one specific branch of the multiple-choice player replies (unless sexfight performance was close to 100% perfect). This fixes that, and payment is done normally. Not super-crucial, not going to put it on the main page again just for this. MSMA_Act1_[In_Dev_StoryMode]_1_0514.zip Edited March 22 by MSM_Alice 2
MSM_Alice Posted March 22 Author Posted March 22 1 hour ago, msmfoster said: Nothing in particular other than other mods adding their items to the expansive list. Now I do have Workshop Framework installed, which is pretty normal when you get creative with settlements. I can send you a list of all my mods if you think that will help? Of note, I have not yet switched to your latest revision. So it might be fixed. Yes, let's test the latest and will intervene if not fixed.
agent_hermit Posted March 22 Posted March 22 (edited) Really enjoying the mod so far. It's clear that a lot of work has gone into it. The only (non-blocker) issues I've seen so far are: - During scenes there is a second copy of the PC. Most of the time it's camouflaged, but not always. (Note, I'm not sure if this is an issue with this mod or something else). - Sometimes Marina has no text or voice. Going off and doing something else for a while seems to clear it. I'm curious about the roadmap for future development. I started a new game and have reached Tenpines Bluff. It seems that things will continue from here and I'll have to reload from that point or startover. I see the Prelude is described as "the first of four acts". Edited March 22 by agent_hermit 1
MSM_Alice Posted March 23 Author Posted March 23 (edited) 5 hours ago, agent_hermit said: Really enjoying the mod so far. It's clear that a lot of work has gone into it. The only (non-blocker) issues I've seen so far are: - During scenes there is a second copy of the PC. Most of the time it's camouflaged, but not always. (Note, I'm not sure if this is an issue with this mod or something else). - Sometimes Marina has no text or voice. Going off and doing something else for a while seems to clear it. I'm curious about the roadmap for future development. I started a new game and have reached Tenpines Bluff. It seems that things will continue from here and I'll have to reload from that point or startover. I see the Prelude is described as "the first of four acts". Thank you. The PC doppelganger: You might be using the old version of AAF from Nexus, perhaps, for which doubling the PC entity in scenes was the default way of functioning. The more recent versions of AAF from the AAF Discord do not do that. If that is not it, I will need more context on how you determine what you are seeing iS a PC double, rather than something else that merely resembles a PC double. I have never experienced Marina having no text or voice. I did experience her not being visible, but she always had text or voice. If there is some third-party mod that forcefully changes her voice type, it may mess with the audio, but the text should always be there. The comments system in MSMA itself (if you enable anyone, including unique NPC to participate and comment), also does this, a temporary change of voice type to deliver the recorded lines, but that system, even if misfiring and forgetting to restore the original voice type, should never pick Marina. And can never block the text (only the voice audio). Ringing Marina's doorbell button resets her. Try that, maybe this will bring back her voice as well? The bird's-eye view of the four-act structure is listed on the main page towards the end in one of those collapsible "Spoiler" sections. More immediate roadmap update posts are sprinkled throughout the thread, every few pages usually more colorful as they have completed stuff in blue or green, what is being worked on in yellow, and future things in red. Most of the work so far has gone into the procedural systems so that the mod can be played in conjunction with other mods/stories. Its own Story arc is a relatively new endeavor; a big chunk of my modding time in recent weeks was diverted to polishing, debugging, and fine-tuning the procedural systems once more, and not in the "story on rail." Edited March 23 by MSM_Alice
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