MSM_Alice Posted April 2 Author Posted April 2 (edited) 5 hours ago, genericlogin said: I already had allow female aggressors in group animations unchecked. Installing the patch made no difference. I had it at the end of my load order, with only AAF after it. In the previous version, mixed groups of raiders worked just fine (as long as I had the large group setting off). The female raiders stood around until the sexfight was over, and then I had to kill them the old-fashioned way. Hmm. Even stranger. Excluding women agressors from large anims should not prevent them from entering one-on-one anims with you. It seems that several aspects remain unclarified, as it seems they are excluded as aggressors altogether (not just from large anims, but any interactions) if they stay by the side by the end and never attempt anything. Then I have exhausted the logical avenues/ hypothesis that I can imagine to fit the provided info, as it seems there might be other wildcards in play. In the absence of a complete context that shows -Violate MCM settings snapshot ( timing sensitive), taken after the surrender, but before aaf init error 4 message - MSMA MCM settings that relate to this - a papyrus log of the interaction for complete context, - mod loadout list . I have no logical answer on how editing the gender setting of slots 2 to 6, from a 6-actor participant animation that Violate picks and AAF plays, would affect any outcome of a totally different 4-actor animation that Violate picks and AAF plays. There should be 0 overlap between these two. No interference should be possible. The edits in that patch were all in the same human-readable XML file, one can look and see what that patch was changing, nothing complex or mysterious about it. What is also puzzling is that I am not seeing more mentions of this, so for sure, there is some special trigger conjecture there, that does not fire for just anyone, and I am not seeing it from far away. Will have to wait for a more detailed log/settings context before being able to formulate further investigation hypothesis. The only other out-of-the-box question I can think of: were you the aggressor and not the victim in these scenarios? The first slot in the anim, slot 0, (typically the submissive role) did not see any edits to make it multirole, stillexpact a female in that slot, so if you the player are a woman agressor and if the victim is male NPC, that would also be awayto get AAF init error 4, if the animation Violate tries to pick and tells AAF to play is gendered to require a female in slot 0. Conceptually, zooming out, making sure the animations for aggressors are gender-flexibile is the right thing to do, to get less AAF error 4 overall.. To me, the only logic answer is for player as a victim in Violate to get AAF init error 4 on starting group anims, is that it can happen on a system where you have animations that are not gender flexible for aggressors/top, and violate asks AAF to put a mix of men and women and use those specific anims, and that is the most likely cause of the AAF init 4 error. Edited April 2 by MSM_Alice
MSM_Alice Posted April 2 Author Posted April 2 (edited) 3 hours ago, Mimirue17 said: I would like to remind anyone using the Human Resources mod to be very careful about using it during the concord mission to save Preston and his idiot gang. Enslaving the raiders in the museum may not allow the next group of raiders to spawn breaking the quest cycle. Same with the group of raiders once you get the Power Armor and clear concord. These are known ways to break that quest chain (same thing with Just Business) so it would be best to just not use these types of mods while doing that. Very interesting. Looking at that command that enslaves an NPC and the Human Resources Scripts, I can see that it actually kills the old actor and recreates a new enslaved copy. I would have thought the quest would still see the death and progress further. I could just also not offer the option to do that Human Resources Eslavement via MSMA paralysis until one returns from Concord, but that does not mean the regular enslavement path won't be just as available. This kill and recreate is the very reason I can't set the HP_NotAvailable flag to the slave out of the gate, and I don't think I have a reliable way to get an ObjectReference of the new enslaved actor. So, probably, unless you use both Human Resources and HotPockets together, and you do not want your slaves to also be thieves, there will need to be a manual process of setting up any slaves as "not available for HP" Or maybe I can figure out how to catch the ObjectREference of newly created slaves and do that automatically. Edit: yes found the way how to get the current setof slaves. In the next version, I will make sure to set each Humanresources slave (created via the path MSMA paralysis, or any path come to think of it) to : - Not be eligible for the MSMA social comments Mode - Not be eligible for normal MSMA sexual prostitution /Charm mode (Human Resources itself probably has a way to interact sexually with slaves in a way that is statute-appropriate; the current prostitution/charm dialogue won't make logical sense) - Not be eligible for MSMA nefarious actions towards the player (not yet released, but they are coming) - Not be eligible for SexualHarassment Mod (if installed) - Not be eligible as a thief in Hot Pockets (if installed) - to appear as a slave in the BimboSkope Edited April 2 by MSM_Alice
Mimirue17 Posted April 2 Posted April 2 15 minutes ago, MSM_Alice said: Very interesting. Looking at that command that enslaves an NPC and the Human Resources Scripts, I can see that it actually kills the old actor and recreates a new enslaved copy. I would have thought the quest would still see the death and progress further. I could just also not offer the option to do that Human Resources Eslavement via MSMA paralysis until one returns from Concord, but that does not mean the regular enslavement path won't be just as available. This kill and recreate is the very reason I can't set the HP_NotAvailable flag to the slave, and I don't think I have a reliable way to get an ObjectReference of the new enslaved actor. So, probably unless l you use both Human Resources and HotPockets together, and you do not want your slaves to also be thieves, there will need to be a manual process of setting up any slaves as "not available for HP" Or maybe I can figure out how to catch the ObjectREference of newly created slaves and do that automatically. I will test it in concord, I am almost ready to start that quest line 1
Mimirue17 Posted April 2 Posted April 2 with the Human Resource, not sure how you set this up. Normally they need to be in a surrender state (kneeling on ground), you wack them with the rod and then they get replaced as a slave. After a sexfight battle and you win, there is not an option to enslave under the dialogue selections while they are paralyzed (I even put an enslavement kit in their inventory and that did not work either). The note on the latest test version said you do not need to wack them with the enslavement rod, is that correct? I have not tried that yet, though the surrender in violate does work as intended, tested to be sure mod was working correctly and you could enslave them the regular way. 1
MSM_Alice Posted April 2 Author Posted April 2 (edited) 39 minutes ago, Mimirue17 said: with the Human Resource, not sure how you set this up. Normally they need to be in a surrender state (kneeling on ground), you wack them with the rod and then they get replaced as a slave. After a sexfight battle and you win, there is not an option to enslave under the dialogue selections while they are paralyzed (I even put an enslavement kit in their inventory and that did not work either). The note on the latest test version said you do not need to wack them with the enslavement rod, is that correct? I have not tried that yet, though the surrender in violate does work as intended, tested to be sure mod was working correctly and you could enslave them the regular way. When they are paralyzed on the ground, you press the button to bimbo loot, and then there you have a menu pop-up with three options: - Loot - Kill ( if having MrSandman perk) - Enslave. No rod needed. Edited April 2 by MSM_Alice
MSM_Alice Posted April 2 Author Posted April 2 (edited) 22 minutes ago, Mimirue17 said: with the Human Resource, not sure how you set this up. Normally they need to be in a surrender state (kneeling on ground), you wack them with the rod and then they get replaced as a slave. After a sexfight battle and you win, there is not an option to enslave under the dialogue selections while they are paralyzed (I even put an enslavement kit in their inventory and that did not work either). The note on the latest test version said you do not need to wack them with the enslavement rod, is that correct? I have not tried that yet, though the surrender in violate does work as intended, tested to be sure mod was working correctly and you could enslave them the regular way. Make sure those two variables MSMA_Stauts_HasHumanResources and MSMA_Setting_UseHumanResources are both on 1, Let me know if any was not 1 before you manually setting it on 1. But they should have been 1 already if the installation is correct, and the upgrade was correct. Edited April 2 by MSM_Alice
MSM_Alice Posted April 2 Author Posted April 2 (edited) 1 hour ago, Mimirue17 said: with the Human Resource, not sure how you set this up. Normally they need to be in a surrender state (kneeling on ground), you wack them with the rod and then they get replaced as a slave. After a sexfight battle and you win, there is not an option to enslave under the dialogue selections while they are paralyzed (I even put an enslavement kit in their inventory and that did not work either). The note on the latest test version said you do not need to wack them with the enslavement rod, is that correct? I have not tried that yet, though the surrender in violate does work as intended, tested to be sure mod was working correctly and you could enslave them the regular way. Here is a video of how it should normally work ( I have changed the name Bimbo loot to Bimbo Actions in the interim, but it should have been this flow) Did you download and install 1.0540? It is not available on any earlier versions. only on that. Did you start a new game ? Hmm.. Maybe I don't initialize it correctly on a new game yet, only on upgrade? Or am I conditioning that menu wrong, and only appears if you have MrSandMan perk? I think this might be it. Video here: https://drive.google.com/file/d/1RdP2Dhhd3w9X_tgWwX6F-lpOFHrVAM_c/view?usp=sharing Edited April 2 by MSM_Alice
MSM_Alice Posted April 2 Author Posted April 2 (edited) 5 hours ago, Mimirue17 said: with the Human Resource, not sure how you set this up. Normally they need to be in a surrender state (kneeling on ground), you wack them with the rod and then they get replaced as a slave. After a sexfight battle and you win, there is not an option to enslave under the dialogue selections while they are paralyzed (I even put an enslavement kit in their inventory and that did not work either). The note on the latest test version said you do not need to wack them with the enslavement rod, is that correct? I have not tried that yet, though the surrender in violate does work as intended, tested to be sure mod was working correctly and you could enslave them the regular way. I double checked, slip up on my part. You actually DO need the MR Sandman perk for that menu to open and for you to be able to enslave via Bimbo skills on this 1.0540 test version. And Bimbo level 2. Edited April 2 by MSM_Alice
MSM_Alice Posted April 2 Author Posted April 2 (edited) Should enslavement be this easy, or should it require several acts / several mindblowing or galactic orgasms, before it becomes an option? Maybe configurable. It could be that this only appears if the affinity with the target is above a certain threshold, and affinity does rise with the number and quality of orgasms had. Or it could be something else. Probably, I'm not going to require the MrSandman perk for it. Or should I? I dunno. just one paralysis-> enslaved forever seems.. a bit too easy? Edited April 2 by MSM_Alice 1
ItsJustPage Posted April 2 Posted April 2 34 minutes ago, MSM_Alice said: Should enslavement be this easy, or should it require several acts / several mindblowing or galactic orgasms, before it becomes an option? Maybe configurable. It could be that this only appears if the affinity with the target is above a certain threshold, and affinity does rise with the number and quality of orgasms had. Or it could be something else. Probably, I'm not going to require the MrSandman perk for it. Or should I? I dunno. just one paralysis-> enslaved forever seems.. a bit too easy? What about locking it behind power and spy bimbo levels? Like you only need one leveled not both, but both unlock it. Airhead is already strong and it doesn't fit with the giving love for the sake of love feeling. And denial just doesn't feel right thematically. Maybe give each one an additional item requirement if you're a lower level spy/power and as you go up the ranks the implant can take over that requirement. Or maybe just make an item which either costs bimbo points to buy or uses them up per enslavement to give some late game use to them. 1
MSM_Alice Posted April 2 Author Posted April 2 (edited) I think on the latest HotPocket 0.0.3a there might be a small slip-up with the latest script ( the one that adds the ActorValue HP_Noteligible) The PEX ( compiled script) might be from back on the 9th of March,m not have been recompiled on with the latest script sources created in April. Could also be a non issue, it could be that the script does not need an update (since the test is done via CK conditions anyway, and not script-side). Edited April 2 by MSM_Alice 1
MSM_Alice Posted April 2 Author Posted April 2 26 minutes ago, ItsJustPage said: What about locking it behind power and spy bimbo levels? Like you only need one leveled not both, but both unlock it. Airhead is already strong and it doesn't fit with the giving love for the sake of love feeling. And denial just doesn't feel right thematically. Maybe give each one an additional item requirement if you're a lower level spy/power and as you go up the ranks the implant can take over that requirement. Or maybe just make an item which either costs bimbo points to buy or uses them up per enslavement to give some late game use to them. That item requirement is already there; it is the Enslavement Kit. Or you mean an additional bimbo-specific item? Will give it more thought. So far, I have set up the MCM thresholds for each of the 4 bimbo subclasses, for when they do unlock it An agent and a power unlock it at a lower level, Virtue bimbo and airhead at much higher levels (or maybe never) . But i think there could also be some form of min affinity condition.
Mimirue17 Posted April 2 Posted April 2 On the HR route, what if it was at Bimbo 2 where you can kill, and during that conversation with Marina you have the chance to say I don't really want to kill people that way, so she offers a way to spare them but you have to buy a armor mod from her to match your bimbo level. It does the normal stuff plus allows that enslaved dialogue and costs alot more BP and must be maintained at current bimbo level.
Mimirue17 Posted April 2 Posted April 2 so on a new game with the latest test version, human resources works if used normally, global variable is set at 1, enslavement kits are in inventory, do have the perk Mr. Sandman. When bimbo loot is selected it goes into their inventory - no pop up. I am currently a level 1 bimbo, 10 points in Air Head. Were there any other requirements that you had set?
MSM_Alice Posted April 2 Author Posted April 2 (edited) 2 hours ago, Mimirue17 said: so on a new game with the latest test version, human resources works if used normally, global variable is set at 1, enslavement kits are in inventory, do have the perk Mr. Sandman. When bimbo loot is selected it goes into their inventory - no pop up. I am currently a level 1 bimbo, 10 points in Air Head. Were there any other requirements that you had set? Yes, there was one more condition on 1.0540. Either - Be bimbolevel 2 or above. - If you are level 1 bimbo, you need to also set "allow bimbokill kill at any bimbo levlel" in the mcm. It is already corrected internally, but 1.0540 has this issue that enslavement was conditioned by the bimbo kill ability condition too, since they were in the same menu. Edited April 2 by MSM_Alice
Mimirue17 Posted April 2 Posted April 2 1 hour ago, MSM_Alice said: Yes, there was one more condition on 1.0540. Either - Be bimbolevel 2 or above. - If you are level 1 bimbo, you need to also set "allow bimbokill kill at any bimbo levlel" in the mcm. It is already corrected internally, but 1.0540 has this issue that enslavement was conditioned by the bimbo kill ability condition too, since they were in the same menu. Thanks, the original post with the download said any bimbo level which was causing the confusion. 1
hiono Posted April 2 Posted April 2 I'm on 0.512 and i had a bit of a bug with nuka ride. IDK if there is a fix you could do and it might've been the design of the scene itself. I wasnt even going to post about it but i figured to let you know or anyone else this happens to. it happens during the quest "The Flapole" on the first investor scene. After its done you cant do anything in MSMA any longer or talk to anyone. I believe since the scene with the first investor is two sex scenes back to back the first doesnt get to properly finish and you cant talk to anyone or use the charm button or makeup because MSMA thinks a scene is still currently happening. I fixed it by unblocking dialogue in MSMA debug settings it still wont let you reset the charm state you get a popup stating an aaf scene is still going so you talk to the second investor do his scene and then you can reset charm state because it will still say its stuck if you hit the sexfight button. After this everything goes back to functioning normally. 1
MSM_Alice Posted April 2 Author Posted April 2 (edited) 2 hours ago, hiono said: I'm on 0.512 and i had a bit of a bug with nuka ride. IDK if there is a fix you could do and it might've been the design of the scene itself. I wasnt even going to post about it but i figured to let you know or anyone else this happens to. it happens during the quest "The Flapole" on the first investor scene. After its done you cant do anything in MSMA any longer or talk to anyone. I believe since the scene with the first investor is two sex scenes back to back the first doesnt get to properly finish and you cant talk to anyone or use the charm button or makeup because MSMA thinks a scene is still currently happening. I fixed it by unblocking dialogue in MSMA debug settings it still wont let you reset the charm state you get a popup stating an aaf scene is still going so you talk to the second investor do his scene and then you can reset charm state because it will still say its stuck if you hit the sexfight button. After this everything goes back to functioning normally. Thank you. Not sure I fully-fully understand the context, but going forward I have added a routine on any new AAF Sexfight animation start on the player, that checks if all the script operations related to the previous AAF Sexfight animation end on the player have properly concluded, and if not, to wait a bit with the new start until the old one has concluded, so there's less overlaps/ stepping on each other toes. The side effect might be that the new sexfight might start up a bit slower, if the AAF animations on the player were being fired in rapid succession/back-to-back, but this gives more time to the old one to end graciously. Shouldn't be too bad, and might avoid a bunch of headaches. Edited April 2 by MSM_Alice
MSM_Alice Posted April 2 Author Posted April 2 (edited) There's still a lot of work and testing to be done, but there's progress 1.0542 -Upgrade mid-playthrough should be okay. Human Resources mod Rewrote a big chunk of support for Human resources, and rewrote a fair amount of general sexfight flow for friendlies (pretty big changes, hopefully did not create new bugs) But now player can choose to apply "nefarious" bimbo actions (bimbo loot, bimbo kill or enslave) after sexfight even to non-hostiles, not only on enemies. After a qualifying sexfight, for a while, Bimbo Actions can be activated on the sexfight targets, assuming they were at least dazed or paralyzed. - Bimboloot opens the inventory, and the player can pick any items. - Bimbo kill - install kill (with some conditions, like one needs to have the Mr Sandman perk.) - Enslave - available if one has an eslavement kit (and Human Resources mod installed ofc). - There are also additional conditions in terms of Affinity -needs to be above a certain value for enslavement to be possible. (Affinity can be bumped up by offering high-quality orgasms to your target. ( can be additive, over the course of several scenes) - For enslavement to work, there are additional conditions of a certain minimum number of skill points needed on any of the four bimbo tracks. Added settings specific to this in the MCM (Simple settings for 3rd party mods page) (not ALL of the conditions on all 4 tbimbo specialist tracks, need to be met, just any one of the four is enough. Known issue: so far, the slaves are not correctly filtered out from other social comments/activities. Hot pockets mod I think we need to let this one in the oven for a while longer until it's fully cooked. The actor value that limits actors from being eligible for theft activities can be set on actors, and I can verify that it was set correctly, but for now, it does not actually stop the NPC on which the actor value was set to be just as much of a thief as before. I have added some dynamic conditions to turn the entire system on and off if you still want to test it, but until the actorf value flag actually works and prevents thieves, things will be .. challenging. MSMA_Act1_[In_Development]_1_0542.zip Edited April 2 by MSM_Alice
Franco Cozzo Posted April 3 Posted April 3 12 hours ago, MSM_Alice said: I think on the latest HotPocket 0.0.3a there might be a small slip-up with the latest script ( the one that adds the ActorValue HP_Noteligible) The PEX ( compiled script) might be from back on the 9th of March,m not have been recompiled on with the latest script sources created in April. Could also be a non issue, it could be that the script does not need an update (since the test is done via CK conditions anyway, and not script-side). Yeah I f*kd up and totally blanked, when I compile it all gets put into my overwrite folder and I need to copy it all back to the mod before I compress and upload. Thanks for letting me know I would have taken ages to notice myself or maybe wouldn't have done anything til next update. 1
Mimirue17 Posted April 3 Posted April 3 4 hours ago, MSM_Alice said: There's still a lot of work and testing to be done, but there's progress 1.0542 -Upgrade mid-playthrough should be okay. Human Resources mod Rewrote a big chunk of support for Human resources, and rewrote a fair amount of general sexfight flow for friendlies (pretty big changes, hopefully did not create new bugs) But now player can choose to apply "nefarious" bimbo actions (bimbo loot, bimbo kill or enslave) after sexfight even to non-hostiles, not only on enemies. After a qualifying sexfight, for a while, Bimbo Actions can be activated on the sexfight targets, assuming they were at least dazed or paralyzed. - Bimboloot opens the inventory, and the player can pick any items. - Bimbo kill - install kill (with some conditions, like one needs to have the Mr Sandman perk.) - Enslave - available if one has an eslavement kit (and Human Resources mod installed ofc). - There are also additional conditions in terms of Affinity -needs to be above a certain value for enslavement to be possible. (Affinity can be bumped up by offering high-quality orgasms to your target. ( can be additive, over the course of several scenes) - For enslavement to work, there are additional conditions of a certain minimum number of skill points needed on any of the four bimbo tracks. Added settings specific to this in the MCM (Simple settings for 3rd party mods page) (not ALL of the conditions on all 4 tbimbo specialist tracks, need to be met, just any one of the four is enough. Known issue: so far, the slaves are not correctly filtered out from other social comments/activities. Hot pockets mod I think we need to let this one in the oven for a while longer until it's fully cooked. The actor value that limits actors from being eligible for theft activities can be set on actors, and I can verify that it was set correctly, but for now, it does not actually stop the NPC on which the actor value was set to be just as much of a thief as before. I have added some dynamic conditions to turn the entire system on and off if you still want to test it, but until the actorf value flag actually works and prevents thieves, things will be .. challenging. MSMA_Act1_[In_Development]_1_0542.zip 214.79 MB · 1 download I will leave Hot Pockets in the load order and let you know of any weird behavior. So far I have not seen any action from it during AAF scenes of any kind, and the main NPCs of MSMA have not been involved with anything, mainly Marina as I have not gone to BL since the update 0540. Will also test the changes to HR on friendlies - see how many times I need to bend Marcy over a couch before I can put a collar on her. 1
Mimirue17 Posted April 3 Posted April 3 Ok after testing things seemed fine for the most part - but did have 2 instances where Hot Pockets events happened and maybe should not have. 1 - level up with QoH, there is not currently an event blocker for this - maybe turn of HP at the start of level up que then back on after its done (can be kind of lengthy at times) 2 - Had the hologram slip me some alcohol while I was doing piercings - was reset when completed and on to next category. Same thing turn off SH and HP when you activate the Hologram or go to terrace to tell of your sex adventures. Or block the hologram from being available to those mods (can you do that?) neither was game breaking by any means - but in a state where SH and HP should probably be turned off (the level up is kind of out of the players control when it happens) I have Hot Pockets set to 10% steal and 70% reverse (80% of the time they slip you arousal drugs/chems and rest normal chems) 1
MSM_Alice Posted April 3 Author Posted April 3 (edited) 54 minutes ago, Mimirue17 said: Ok after testing things seemed fine for the most part - but did have 2 instances where Hot Pockets events happened and maybe should not have. 1 - level up with QoH, there is not currently an event blocker for this - maybe turn of HP at the start of level up que then back on after its done (can be kind of lengthy at times) 2 - Had the hologram slip me some alcohol while I was doing piercings - was reset when completed and on to next category. Same thing turn off SH and HP when you activate the Hologram or go to terrace to tell of your sex adventures. Or block the hologram from being available to those mods (can you do that?) neither was game breaking by any means - but in a state where SH and HP should probably be turned off (the level up is kind of out of the players control when it happens) I have Hot Pockets set to 10% steal and 70% reverse (80% of the time they slip you arousal drugs/chems and rest normal chems) Thank you, and indeed! On the note of HotPockets mod, I am in wait-and-see mode on it to see what @Franco Cozzo thinks. There is a lot there to dig into. Check out the HotPockets support thread. I've written the details on what I think is happening after looking into it. The actor value filter right now iis ignored in most cases, any human is fair game (including the invisible QOh or the hologram), even though I set the "blocking" actor value on all of them. The Thief NPC selection is not done ( only) by the visible condition that fills up the alias, but also by a separate function in the script too, with its oewn conditions,, that does not test the availability Actor Value , so actually any human is fair game, as far as I can tell, without the ActorValue based filter, and that's consistent with what we are seeing in-game. There's also something strange with AI packages as the thieves aren;t sneaking around or appraoching me as they were supposed to ( do you ever see themsneaking about ?) , and as shown in the animation GIF onthe mod page; I need to approach them, or to happen to be nearby, for the theft event to occur, they don't take initative to appraoch me ever ( during this test, for clarity, i turned off the social comments system in MSMA to filter those appraoches out). But anyway, that might be because of how the sandbox AI packages are enforced on NPCs in Sanctuary, where I was testing, I don't know for sure. ( the AI packages that do my comments approaches do work there , but i don't place them on NPC via aliases but rather I start an approach scene with that NPC, and in that scene i check "run only scene packages" so that acts as a filter for external Vanilla AI packages, while the commenters are approaching to comment. Edited April 3 by MSM_Alice
MSM_Alice Posted April 3 Author Posted April 3 (edited) 53 minutes ago, Mimirue17 said: Ok after testing things seemed fine for the most part - Do you think bimbo Sexfight based enslavement should generate its own Enslavement kit ( so you don't have to have one), or still require one to be present? Edited April 3 by MSM_Alice
Mimirue17 Posted April 3 Posted April 3 (edited) 31 minutes ago, MSM_Alice said: Do you think bimbo Sexfight based enslavement should generate its own Enslavement kit ( so you don't have to have one), or still require one to be present? I would think that doing so might confuse an already complicated system. The solution I mentioned earlier is there are 2 weave mods you can buy, one is the normal one and the 2nd one adds the ability to enslave along with normal functions. The second one cost more bp (1.5 to 2 times as much) and must be current with bimbo level. It would only be available if the appropriate mcm options activating HR are selected. All the other requirements must be met as well for the function to work. I honestly would like an option where once they have become submissive they can be turned over to Marina where they can be taught how to function in a normal way (not brainwashing but educated) and become workers for SJ in the future, where they earn money, have clean clothes, food/water etc. The player could use all the funds they received while they were in the settlement to help pay for their 'schooling' similar to going to Bimbo School. Edited April 3 by Mimirue17
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