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Posted (edited)
12 minutes ago, Mimirue17 said:

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.


Fully aligned on the mission of not overcomplicating things. 


Removing the requirement for the enslavement kit presence is in the exact direction:  simplifying the process (the player wouldn't even know they needed one in the first place).
Same with removing the need to hit the slave with a special "enslaving" weapon (goes in line with the bimbo-enslavement being more of a result of a mindbreak/mind alterations via intense pleasure,  and not physical coercion) 

I am considering the weave thing, but so far, I am not feeling why a different hypersexual clothing mod would/could make a difference and enable/disable enslavement.
I am more partial to advancement on a certain bimbo subclass (or even base bimbo level), which would act as a threshold for that ability, as in ties it to  "greater mind-breaking powers".

 

Edited by MSM_Alice
Posted
27 minutes ago, Mimirue17 said:

 

 

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.


A redemption arc for enslaved raiders, that's a cool idea. I am vibing with that :)

Posted (edited)

This is what I am going to do ( and until the physical workcamp location is placed, it will be a theoretical system managed via menus )

You can select any of your Human  Resources Slaves to "Send to Base/work Camp" settlement (not a physical location you visit, a theoretical location for now) 
The camp has a max number of "seats" (can be increased via quests/spend).

While in the work camp, each inhabitant produces caps/power for SJ's faction per day.
While there, they have two extra stats:
- Societal reintegration Degree
- Productivity/Diligence Degree

Their productivity goes from 100% ( when freshly enslaved/mindbroken) down to 1%, dropping a bit each day by a decay value.  
Can be re-pumped up if you re-engage with them in periodic mind-breaking activities (will happen in a location similar to the remote shack) .

  • This re-pumping can be done in quick mode on autopilot ( without  the actual deed taking place, just mathematically it happens, stats get updates for you and slaves), and it goes back to 50% max 
  • Can be done for real, and it goes back to 100% max (depending on sexfight performance)
  • The for real version can be done one by one, or grouped up (up to the player to decide) 
     

Societal reintegration increases a bit each day if you spend faction caps on their re-education (and if the faction has the budget for it). 

Once the Societal reintegration is above 80% they can be removed as a slave from the slave pool and from the work camp, and are considered a proper settler in Mister SJ's base, and the power of Mister SJ's faction increases.


Come to think of it, I could have this mechanic work even without Human resources mod being installed al all, if the "enslavement" (or let's call it, "forceful recruitment"  is directly a "Send to workcamp"  after they are defeated.

 


Both enslavement or "Send to work camp" options in Bimbo activities, if enabled in the MCM,  menu will become available after you talk with Marina about your adventures,  and tell her the first time about you winning a sexfight with aggressors.

She will say something along the lines, "You know if you keep mindbreaking these aggressors..  You might not have the insight into what can be done with them, or know how to manage them, but we do. Why don't you send them to our work camp,  once they are mindbroken? We can make sure they become productive members of society again."


And the workcamp management menus become unlocked. 

And can be done either as an optional branch from the Human Resources slavery mod,  or even its totally independent thing if you do not have Human Resources installed.
 

Oh_Yeah_Its_All_Coming_Together.jpg.20d6a8995c4cf9840785c1d15f99d43d.jpg

Edited by MSM_Alice
Posted

For the HR part, at 20 points power bimbo, all the dialogue showed up.  Was able to get raiders to finally be enslaved through 3 surrender periods, or if turning off auto end was able to get them to that point if 1 on 1 for full duration on one session as long as they were not above my ability.

 

I am feeling your thoughts on the enslavement kit and would trade out that requirement for the discussion with Marina like you mentioned and the ability to send them right to the camp.  Glad you liked the idea about the redemption 😀

Posted (edited)
18 minutes ago, Mimirue17 said:

For the HR part, at 20 points power bimbo, all the dialogue showed up.  Was able to get raiders to finally be enslaved through 3 surrender periods, or if turning off auto end was able to get them to that point if 1 on 1 for full duration on one session as long as they were not above my ability.

 

I am feeling your thoughts on the enslavement kit and would trade out that requirement for the discussion with Marina like you mentioned and the ability to send them right to the camp.  Glad you liked the idea about the redemption 😀

Thank you for testing

That amount of how much affinity they get per orgasm (less so for smaller orgasms and more from larger more impressive orgasms, but the base reference value off of which those percentages/amounts are computed),  is also tunable in the MSMA MCM.
So you can have this be faster or slower, as you like it.
I think the thresholds that need to be cleared are also exposed in the mcm, so you can work that from both ends.


I do feel the need for some extra conditions there... based on proximity to other enemies perhaps?
I feel like no enemies that are undazed. unparalized shouldbe nearby, for the "Send to camp" or" enslave" options to be valid.  If doing this to enemies.

Or no other friendly NPC should be nearby, if doing this to friendlies. 
 

Edited by MSM_Alice
Posted (edited)

to fit in with what you laid out here is kind of how I see things, assuming all the requirements have already been met before hand:

 

- encounter which requires sexfight, where you are able to bring all participants to mindblowing or greater orgasm

- they are left in a daze reflecting on their life to this point and you choose to send them to Marina to have a 2nd chance with

    better options 

- they are able to bathe properly (maybe 1st time in their life), given clean clothes, home cooked meals and clean bed to sleep in

- everything is great but they start missing what brought them here and they start to lose the initial drive

- Bimbo shows up to check on them - friendly time spent - and they offer to give them a taste of that orgasm again but done

    in a friendly way (only non aggressive animations, overall timer like with Wedge scenes and no sexfight effects also like with Wedge)

- they are shown again the world is not a shithole and they go back to their new life invigorated once again!

 

along with all the mechanics you mentioned - I actually think Air head Bimbos fit this path as well - Better world through great Sex!

 

Maybe an option when talking to Marina on the terrace - How are the new recruits doing?  and if they are a little down have the option to

to go cheer them up (virtual or live in person)

Edited by Mimirue17
Posted

Could you share your mods? A separate mod for mechanics and a separate one for the SJ line, slave camps, and more.

 

For example, I'm not interested in the slave line at all. But without your mechanics, I can no longer imagine the game.
I combine your mechanics with WastelabdGuild and get endless gameplay.,

I think maybe in the future, someone will come up with something else new on the platform of your mechanics.
These mechanics are just great.

Posted (edited)
8 hours ago, Nea_Bessy said:

Could you share your mods? A separate mod for mechanics and a separate one for the SJ line, slave camps, and more.

 

For example, I'm not interested in the slave line at all. But without your mechanics, I can no longer imagine the game.
I combine your mechanics with WastelabdGuild and get endless gameplay.,

I think maybe in the future, someone will come up with something else new on the platform of your mechanics.
These mechanics are just great.


The mindbreak-based capture and sending captured raiders to work camps.... It will be 100% toggleable and not a core/mandatory thing.

Even if you go ahead and install the Human Resources mod, and then you discover that  " oh noes, that was a mod about slavery and now MSMA works with it", and you didn't want it ..., even then you will still have a toggle for it in the MSMA MCM, to prevent Human REosurces enslavement to appear in the MSMA flow. 

It is not going to be forced in.

The MSMA mod will allow you to have a path to play with the bimbo mechanics, without having some unpleasant story aspect forced on you.

Edited by MSM_Alice
Posted

hmm, something weird happened im on bimbo lv2 and lvl5 sub level of agent bimbo went to UAF site to infiltrate did one time on a raider outside so i can sneak inside the bunker used a stealth boy to get close to a second raider and press the sexfight skill again it prompted the pop up but the raider walk away while i was still on stealth mode. the thing is even tho im standing nor sneaking as if they cant see me at all and if i try to kill one them i just see a caution warning while sneaking even tho im so near to them, i cant activate the sexfight to any raider anymore.

Posted
45 minutes ago, woodrealmelf said:

hmm, something weird happened im on bimbo lv2 and lvl5 sub level of agent bimbo went to UAF site to infiltrate did one time on a raider outside so i can sneak inside the bunker used a stealth boy to get close to a second raider and press the sexfight skill again it prompted the pop up but the raider walk away while i was still on stealth mode. the thing is even tho im standing nor sneaking as if they cant see me at all and if i try to kill one them i just see a caution warning while sneaking even tho im so near to them, i cant activate the sexfight to any raider anymore.


Hello.

A few questions

1. What version of the Mod are you on? (Is your playthrough started on it or an upgrade?)  
 

2. What do your stats window say about your current situation?  Wha tis your current status, (why are not enemies attacking you?)
  - Are you in infiltration, or is that over?  (Implant menu -> show stats). 
  - Have you tried to reset your conversation status?  Does the game still think you are in a dialogue ( or are you really in a dialogue that you never completed/closed?

  - if your infiltration state is stuck, have you tried resetting it in the debug menu?

  - if your Violate state is stuck, have you tried holding the Violate surrender hotkey pressed for about 5 seconds so that it resets too?
  - Have you tried to reset your  "don't start dialogue scenes with me during AAF scenes"  flag in case your last AAF scene ended abruptly in a very dubious/erroneous way and that flag stayed set?

  - Have you tried just smacking the enemies and seeing what happens?

 

 

3. Can you provide a papyrus log 

 

Posted
43 minutes ago, MSM_Alice said:

What version of the Mod are you on? (Is your playthrough started on it or an upgrade?)  

im using the current one

 

44 minutes ago, MSM_Alice said:

What do your stats window say about your current situation?  Wha tis your current status, (why are not enemies attacking you?)

i have no idea lol, sorry what i did was attack a turret and it dispelled the infiltration, i didnt think it would take that long,

 

45 minutes ago, MSM_Alice said:

Have you tried to reset your conversation status?  Does the game still think you are in a dialogue ( or are you really in a dialogue that you never completed/closed?

yes coz when i tried to normal talk to raider the color of their text is green but when i did talk to them i turned red and alerted them but at that time they still couldn't see me

 

47 minutes ago, MSM_Alice said:

if your Violate state is stuck, have you tried holding the Violate surrender hotkey pressed for about 5 seconds so that it resets too?

i am not sure if i was on violate state tho i was on infiltration mode i did not surrender, on sub level 5 agent bimbo i can sexfight them while sneaking

 

49 minutes ago, MSM_Alice said:

Have you tried just smacking the enemies and seeing what happens?

smacking raiders doesnt do anything as if they cant see but hitting the a turret dispelled it

 

50 minutes ago, MSM_Alice said:

Can you provide a papyrus log 

oh my sorry man i forgot again where is this papyrus log and but tomorrow i will try again same method ill send it then

Posted (edited)

A significant amount of work  went into  additional integration with Human Resources mod,  and Hot Pockets  mod

Testing is needed; nothing is guaranteed :D


1.0550  -Upgrade mid-playthrough should be okay. 

Human Resources Mod 
Human Resources - Downloads - Fallout 4 Adult & Sex Mods - LoversLab

 

Please note that the new  Enslavement via MSMA mindbreak (as in:  the enslavement one does via the bimbo actions available after a successful sexfight)  is what is being handled here. 
Classical Human Resources enslavement (with the enslavement weapons) stays as it is; I do not interfere with that, and have no interest in interfering with that. 

Changes:

  • Bimbo HR Eslavement via MindBreak now has many more visible options in the MCM.  Most of them are found in the page called 3rd party mod integration- Simple settings,  in the Human Resources section.
    • HR Slaves that are created via Mindbreak path are also set to follow a slave social etiquette out of the box, as in: they will not be Sexual Harassment harrasers ( if SH is installed and enabled)  they will not be Hot Pocket Thieves ( if Hot Pockets is installed and enabled), they will stay silent and not  use degrading  MSMA social comments
    • There is some tutorialisation via pop-up on the risk of breaking vanilla quests if enslaving key vanilla quest NPCs. This is shown the first time Mindbreak enslavement is attempted in a playthrough.
    • Nearby NPCs who have their wits about them can stop you from enslaving a mindbroken NPC if they are too close (or if they are having low affinity for the player -  customizable in the MCM) )  Going to a more secluded spot to do this ( or other nefarious bimbo actions to mindbroken individuals ) might be advisable.  Alternatelly make sure the nearby NPC have high affinity with the player and they might just be willing to look the other way , and let you do your dirty deeds.
    • Enslavement based on Bimbo mind break can be set to be self-sufficient and generate their own HR Enslavement Kits, if lacking  ( as in : You don't need one, if you don't have one - this is also  MCM settable) 
    • Slaves that are following the player naturally will not attempt to stop the player from making more slaves. 
    • If you have other unruly HR slaves ( created the classical way with the eslavement rod and whatnot,  and not a bimbo way ) there is a button in the MCM  to "Educate" them too, so from that moment on, they too should refrain from being SH sexual harassers, hot pocket thieves, OR comment inappropriate comments in the MSMA social comments system.

 

Hot Pockets Mod Hot Pockets - WIP / Beta - LoversLab

 

  • Needs the latest 0.0.4a
  • Most mod-centric NPC that should never be thieves, now ... should never actually be thieves now.  (Marina -(will need to ring her doorbell once),  Equipment Hologram , Bimbo Limbo Crew, Wedges Crew, Preston, Sturges, QOH entity stc ) 
  • Social commenter role  and Hot Pockets thief role should no longer overlap (if a commenter is assigned the thief role in Hot Pockets, they give up their social commenter role  in MSMA if they had it, to focus on the thieving role) 
  • I had some more functionality related to using the sex fight button to stop a thief before stealing stuff from you, but I had to comment them out until I understand more about how the HotPocket mod is supposed to work. 

There are still some strange things related to event flow happening there  -  normal, it is a BETA/ early mod after all-, and I tried my best to make things be as functional as possible 
I noticed that unless I hard toggle the entire Hotpockets system on/off ,   periodically,  I only get one thief interaction, and then all later interactions stall, and nothing ever  never occurs again (unless a HotPockets system reset is done again). 
So I  set MSMA to fully toggle of the thieving system at the start of any AAF scene involving  theplayer, and totoggle it on after.  Same for violate scenes.

Same for remote prostitution scene in the shack.  Should create enough opportunities for at least one theft to occur after each of them.

 

 

See download a few posts down ( or on the main page) .

 

Edited by MSM_Alice
Posted
58 minutes ago, MSM_Alice said:

A significant amount of work  went into  additional integration with Human Resources mod,  and Hot Pockets  mod

Testing is needed; nothing is guaranteed :D


1.0550  -Upgrade mid-playthrough should be okay. 

Human Resources Mod 
Human Resources - Downloads - Fallout 4 Adult & Sex Mods - LoversLab

 

Please note that the new  Enslavement via MSMA mindbreak (as in:  the enslavement one does via the bimbo actions available after a successful sexfight)  is what is being handled here. 
Classical Human Resources enslavement (with the enslavement weapons) stays as it is; I do not interfere with that, and have no interest in interfering with that. 

Changes:

  • Bimbo HR Eslavement via MindBreak now has many more visible options in the MCM.  Most of them are found in the page called 3rd party mod integration- Simple settings,  in the Human Resources section.
    • HR Slaves that are created via Mindbreak path are also set to follow a slave social etiquette out of the box, as in: they will not be Sexual Harassment harrasers ( if SH is installed and enabled)  they will not be Hot Pocket Thieves ( if Hot Pockets is installed and enabled), they will stay silent and not  use degrading  MSMA social comments
    • There is some tutorialisation via pop-up on the risk of breaking vanilla quests if enslaving key vanilla quest NPCs. This is shown the first time Mindbreak enslavement is attempted in a playthrough.
    • Nearby NPCs who have their wits about them can stop you from enslaving a mindbroken NPC if they are too close (or if they are having low affinity for the player -  customizable in the MCM) )  Going to a more secluded spot to do this ( or other nefarious bimbo actions to mindbroken individuals ) might be advisable.  Alternatelly make sure the nearby NPC have high affinity with the player and they might just be willing to look the other way , and let you do your dirty deeds.
    • Enslavement based on Bimbo mind break can be set to be self-sufficient and generate their own HR Enslavement Kits, if lacking  ( as in : You don't need one, if you don't have one - this is also  MCM settable) 
    • Slaves that are following the player naturally will not attempt to stop the player from making more slaves. 
    • If you have other unruly HR slaves ( created the classical way with the eslavement rod and whatnot,  and not a bimbo way ) there is a button in the MCM  to "Educate" them too, so from that moment on, they too should refrain from being SH sexual harassers, hot pocket thieves, OR comment inappropriate comments in the MSMA social comments system.

 

Hot Pockets Mod Hot Pockets - WIP / Beta - LoversLab

 

  • Needs the latest 0.0.4a
  • Most mod-centric NPC that should never be thieves, now ... should never actually be thieves now.  (Marina,  Equipment Hologram , Bimbo Limbo Crew, Wedges Crew, Preston, Sturges, QOH entity stc ) 
  • Social commenter role  and Hot Pockets thief role should no longer overlap (if a commenter is assigned the thief role in Hot Pockets, they give up their social commenter role  in MSMA if they had it, to focus on the thieving role) 
  • I had some more functionality related to using the sex fight button to stop a thief before stealing stuff from you, but I had to comment them out until I understand more about how the HotPocket mod is supposed to work. 

There are still some strange things related to event flow happening there  -  normal, it is a BETA/ early mod after all-, and I tried my best to make things be as functional as possible 
I noticed that unless I hard toggle the entire Hotpockets system on/off ,   periodically,  I only get one thief interaction, and then all later interactions stall, and nothing ever  never occurs again (unless a HotPockets system reset is done again). 
So I  set MSMA to fully toggle of the thieving system at the start of any AAF scene involving  theplayer, and totoggle it on after.  Same for violate scenes.

Same for remote prostitution scene in the shack.  Should create enough opportunities for at least one theft to occur after each of them.

 

 

 

MSMA_Act1_[In_Development]_1_0550.zip 214.79 MB · 1 download

Thanks for all the effort you're putting into the human resources link.

 

I really didn't expect anywhere near this much out of it, but this is above and beyond what I was thinking when I made my silly lil suggestion.

 

Ps, this whole time I thought your profile pic was of some weird cat or dog creature, not a bunch of dudes.

Posted (edited)

Great features on your mod and looking forward to more story.

But one thing I wonder, there is not really a skimpy clothing craving, right?

 

Would it be a feature to elevate the skimpy rating requirement per bimbo level? (Configurable by mcm) You already have the keyword integration and attribute integration. Would it be something extra that could trap the PC? 
ex:

Craving level 1 (starts with bimbo level 1 for example or if the player buys a bimbo 0 gear): a quarter of a day skimpy clothing craving: ”I wonder how it feels to try more skimpy clothing for a day?” Then initiate a debuff so the player is informed: ”Perception -1 and Intel -1 for being distracted about clothing, not wearing total skimpy score 75”

Craving level 2: would be for example half  day with a score of for example 80 and introduce the permanent skimpy score of for example 50

 

This forces the player to start changing outfits (aside from being forced due to body changes and attribute recovery) and be more and more skimpy in line with the craving and bimbo leveling. One side will be the PC will to expirement with even more skimpy clothing on a temporary basis and the other side will be to permanently rise the skimpy rating craving when the PC doesn’t have curious experimental thoughts.

 

And here is the twist:

if the player wears it longer than the required time the QoS would say: ”Seems you like getting the attention on your body by wearing more revealing clothes. Why not make this want you more of it?” Or something like that?

 

And more so, if the PC chose to exceed the temporary high skimpy rating time, it will also start counting to the Kinkyness score? An additional challenge for the PC to keep track of to avoid raising to fast in bimbo level?

 

The drawback is that people will need to have their clothes skimpy keyword set on their clothings mods. But the alternative is the clothes you offer?

 

what do you think?

 

 

edit:

You could go more complex with the keywords of having specific craving for ”thong” etc. I saw that the thoughts have ’high heels’ in them. But do they affect anything or just a thought? And do the thoughts vanish if you have high heels or killer heels? Or not at all? I wonder because I saw the thoughts coming up while wearing high heels.

Edited by Tempy
Posted

I see the new version and I'll try it out. Noticed the Vertibird conditions added. Have you done the same for the boat for Far Harbour? Would be unpleasant to Bimbo out while trying to travel on it. 

 

Bimbo animations when at the shack? Necessary? Seems like it could lead to more complications. 

 

Willpower challenges are usually stable. Occasionally hit some trouble with them. Just because there's a male next to you, doesn't mean it's the one who triggered it. 

 

Could be pathfinding, but I can break out of them if necessary.

Posted (edited)
4 hours ago, msmfoster said:

I see the new version and I'll try it out. Noticed the Vertibird conditions added. Have you done the same for the boat for Far Harbour? Would be unpleasant to Bimbo out while trying to travel on it. 

 

Bimbo animations when at the shack? Necessary? Seems like it could lead to more complications. 

 

Willpower challenges are usually stable. Occasionally hit some trouble with them. Just because there's a male next to you, doesn't mean it's the one who triggered it. 

 

Could be pathfinding, but I can break out of them if necessary.


If the boat is a mount, as the Vertibird is, then it is already covered.
If the boat is a scene, then it is already covered. 

IF not, then no, but that's rare enough to be less of a headache than the vertibird, I think.

Edited by MSM_Alice
Posted
6 hours ago, Tempy said:

Great features on your mod and looking forward to more story.

But one thing I wonder, there is not really a skimpy clothing craving, right?

 

Would it be a feature to elevate the skimpy rating requirement per bimbo level? (Configurable by mcm) You already have the keyword integration and attribute integration. Would it be something extra that could trap the PC? 
ex:

Craving level 1 (starts with bimbo level 1 for example or if the player buys a bimbo 0 gear): a quarter of a day skimpy clothing craving: ”I wonder how it feels to try more skimpy clothing for a day?” Then initiate a debuff so the player is informed: ”Perception -1 and Intel -1 for being distracted about clothing, not wearing total skimpy score 75”

Craving level 2: would be for example half  day with a score of for example 80 and introduce the permanent skimpy score of for example 50

 

This forces the player to start changing outfits (aside from being forced due to body changes and attribute recovery) and be more and more skimpy in line with the craving and bimbo leveling. One side will be the PC will to expirement with even more skimpy clothing on a temporary basis and the other side will be to permanently rise the skimpy rating craving when the PC doesn’t have curious experimental thoughts.

 

And here is the twist:

if the player wears it longer than the required time the QoS would say: ”Seems you like getting the attention on your body by wearing more revealing clothes. Why not make this want you more of it?” Or something like that?

 

And more so, if the PC chose to exceed the temporary high skimpy rating time, it will also start counting to the Kinkyness score? An additional challenge for the PC to keep track of to avoid raising to fast in bimbo level?

 

The drawback is that people will need to have their clothes skimpy keyword set on their clothings mods. But the alternative is the clothes you offer?

 

what do you think?

 

 

edit:

You could go more complex with the keywords of having specific craving for ”thong” etc. I saw that the thoughts have ’high heels’ in them. But do they affect anything or just a thought? And do the thoughts vanish if you have high heels or killer heels? Or not at all? I wonder because I saw the thoughts coming up while wearing high heels.


Will think about it.

Clothing-related cravings in my mind are more thorny to approach because 
-  clothing tastes differ
-  because a good clothing score helps with sexfight, so the player wants that anyway. 

Posted (edited)

Patch for HotPockets integration: 
Hot Pockets mod updated to 0.0.4b, now cycles thieves correctly, does not need the loud "reset"  anymore to get unstuck.
Reverted the MSMA integration to also do a more subtle suspend-resume, not the loud "reset".

 

You need to update HotPockets to 0.0.4b or above when using this, if you were using Hot Pockets.
Also, if you are upgrading HotPockets mid-playthrough from 0.04a to 0.04b   (not starting a new game on Hot Pockets 0.04b), you do need to also to a toggle on/off once, from the HotPockets menu to get it going again (needs to say HP: System off / HP: system on/Starting quests), otherwise it might stay in a perpetual cooldown state. .
 

MSMA_Act1_[In_Development]_1_0552.zip

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:


If the boat is a mount, as the Vertibird is, then it is already covered.
If the boat is a scene, then it is already covered. 

IF not, then no, but that's rare enough to be less of a headache than the vertibird, I think.

You use the whenever you use the boat to travel back and forth from Far Harbour using the boat (guaranteed on arrival) and another time to reach the Red Death. I mean as long as she stays on a moving surface we are good. I'm planning to hit Far Harbour in a week or two, so should be able to tell you. 

Posted (edited)
56 minutes ago, MSM_Alice said:

Patch for HotPockets integration: 
Hot Pockets mod updated to 0.0.4b, now cycles thieves correctly, does not need the loud "reset"  anymore to get unstuck.
Reverted the MSMA integration to also do a more subtle suspend-resume, not the loud "reset".

 

You need to update HotPockets to 0.0.4b or above when using this, if you were using Hot Pockets.
Also, if you are upgrading HotPockets mid-playthrough from 0.04a to 0.04b   (not starting a new game on Hot Pockets 0.04b), you do need to also to a toggle on/off once, from the HotPockets menu to get it going again (needs to say HP: System off / HP: system on/Starting quests), otherwise it might stay in a perpetual cooldown state. .
 

MSMA_Act1_[In_Development]_1_0552.zip 214.79 MB · 1 download

 

Thanks for all your help with fixing/improving Hot Pockets via code suggestions and ideas! It would still be in a v3 style and more limited in player control without it. Plus I wouldn't have known about the single-approach bug for likely much longer, causing people to have a less enjoyable time/think they did something wrong/dump the mod lol. 

 

That loud reset should be a lot quieter now as well regardless. 

Edited by Franco Cozzo
Posted

I think its awesome when Mod Authors help each other out, and come at problems in a new unique way and/or use their own experience with something to help others learn.   Everyone wins when we help each other right!?   Love both your mods and new efforts that have been taking shape lately on this site.

Posted

I love the idea of having HR enslavement, I'm guessing it's what you use, but any chance of Just Business integration as well?  I might switch back to HR because this solves my major issues with HR and accidentally killing my targets. Truthfully with Just Business I can mark them before surrender and leave killing on, they drop to the ground when I win sexfight anyway, so really I wouldn't need it, but figured I would ask.  Great ideas with Hot Pockets and HR so far though!!

Posted (edited)
1 hour ago, rilieAP said:

I love the idea of having HR enslavement, I'm guessing it's what you use, but any chance of Just Business integration as well?  I might switch back to HR because this solves my major issues with HR and accidentally killing my targets. Truthfully with Just Business I can mark them before surrender and leave killing on, they drop to the ground when I win sexfight anyway, so really I wouldn't need it, but figured I would ask.  Great ideas with Hot Pockets and HR so far though!!

The reason I leaned in the direction of Human Resources for the purpose of some enslavement/forced labor theme exploration is twofold

- latest update date (2022 on Just Business, 2025 on Human Resources) 
- Lee3310 mentioned in February of this year having plans of taking it over and doing a rework of Human Resources: https://www.loverslab.com/topic/156546-human-resources/page/71/#findComment-7244382 . So I figured starting from a known quantity would be easier when that happened.

 

Edited by MSM_Alice

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