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Posted (edited)
8 hours ago, Nea_Bessy said:

 

Unfortunately, this method doesn't help, I can see that:

  Reveal hidden contents

image.png.e559818861eaf7f0142fd8210b3c3c05.png

 

Apparently, I will have to give up the dream of installing your mod on this save.,

 

I'll try to explain why this particular save is important to me. The fact is that the world of Fallout is very different from vanilla in this  save And not only because of the mods.,

The fact is that I build a lot in a non-standard way. In places that interest me, I install workbebch via the console (player.placeatme c1aeb)

After that, I build up the territories and premises as I like. Then I populate new NPCs there, also created through the console. This save has been going on for over a year, everything is built up there. And the Commonwealth, and Nuka-World, and London, and Mojave, and Costa Rica, and many more mods. A vast world that exists only in this save,
And on the new saves started in the Commonwealth, your mod works just fine. But everything needs to be built anew.

 

 

This might be a bit of a hacky thing, but what if you use the cheat menu AND use this "hacky" version?
I put a check there that if you use the cheat menu, the safety check shouldn't be performed. 

Edit : see download below :

 

Edited by MSM_Alice
Posted
33 minutes ago, msmfoster said:

So, willpower challenges are still on and off for me. I often use your debug commands to break out because the conversation never starts. 

 

Added to, debug will often trigger a bimbo pose or Queen of Hearts statements that further delay ability to speak. Every so often Queen of Hearts will not interject leaving you hanging. Your debug commands work to free the player and you'll see the willpower or bimbo points removed. 

 

Nice to have: Have that exchange with Queen of Hearts happen once. After that it's skipped to speed things along. 

 

A prime example of Willpower not being able to work at all times. I was entering Nuka World and defeated the Overboss. Companion Ivy tele-fragged him so could not test if sex fight would have worked. 

 

Now I had to speak to Gage, and he's behind a wall. Trying to speak to him triggers the willpower challenge, but he can't reach you. So you need to either 'disable' the wall, and/or do a 'moveto.'

 

After which you can talk to him and move forward with the quest. 

 

That being said, whenever this happens the willpower exchange always results in the conversation ending, unless it's to trigger an offer. 

 

Nice to have: Keep the Queen of Hearts exchange internal and trigger the initial dialogue attempt. No need to block movement if your asking to trade items, buy from the vendor, and moving on with the quest. Let the normal process do what it needs. 

 

Nice to have: Drive by willpower costs are most annoying and likely to break. Either disregard if the character is in motion, or charge a token loss of willpower. 

 

Since Nuka World is swarming with men, I'll likely need to switch the synthetic cum. 

 

Note: Character was not aroused when going to Nuka World. So not sure if a bimbo pose would break the monorail. Although I suspect this is a scene as there is dialogue..


So when the craving induces loss of control "last  line of resistance"   conversation would  start with our  target,

- If the target can't reach you, have the convo should start anyway,  even if they are a bit further away.
- probably should have something like a way out,  if the sexfight (or safe sexfight)  hotkey is pressed during this approach, things should default to a popup choice and not a voiced dialogue, so things can get unstuck.  
- The resistance part of the voiced dialogue should be skipped (just replaced with the popup)  after the first x iterations.

Posted
1 hour ago, MSM_Alice said:

Возможно, это немного сомнительный трюк, но что, если вы воспользуетесь чит-меню и этой «сомнительной» версией?
Я добавил проверку, которая не будет выполняться, если вы используете чит-меню.

MSMA_Act1_[In_Development]_1_0554_altered.zip 214,79 МБ · 1 загрузка

 

 

Thank you very much!!!!!! Everything is working. And if you arrive at Marina on your own, you can get access to clothes, manicures, and more.

Posted
1 hour ago, Nea_Bessy said:

 

 

Thank you very much!!!!!! Everything is working. And if you arrive at Marina on your own, you can get access to clothes, manicures, and more.

Glad to hear it.
It is still hacky, making no guarantees you won't meet weirdness later on.

Posted
2 hours ago, MSM_Alice said:


So when the craving induces loss of control "last  line of resistance"   conversation would  start with our  target,

- If the target can't reach you, have the convo should start anyway,  even if they are a bit further away.
- probably should have something like a way out,  if the sexfight (or safe sexfight)  hotkey is pressed during this approach, things should default to a popup choice and not a voiced dialogue, so things can get unstuck.  
- The resistance part of the voiced dialogue should be skipped (just replaced with the popup)  after the first x iterations.

I think that would help immensely with being a Level 7 Bimbo while trying to quest. 

Posted
1 hour ago, MSM_Alice said:

Glad to hear it.
It is still hacky, making no guarantees you won't meet weirdness later on.

 

My case is quite unique. Unfortunately, London is clearly undervalued and not many people use it.,
Especially regarding the problem where the game was started. As I have already written, if you start in the Commonwealth, there are no problems at all.,

 

All the features of your mod that I need seem to be working fine for me right now. As for the other functions that you are currently working on, I just don't need them, what I have is enough for me. This allows you to have a wonderful gameplay.

Posted (edited)

Latest version 1.0555 can pe upgraded midplaythrough

Changes: 

  • Some gameplay changes to make larger partners/creatures produce more size-related effects, and in some cases more fluids.
  • Craving-induced Loss of control dialogue, when you are face to face with an NPC who could be a craving soother,  now has some extra functionality to avoid soft locks 
    •  Pressing the SafeSexfight button once brings the target NPC close (just in case he  was stuck) 
    •  pressing the Safesexfight Button once more, force-closes the dialogue scene and handles it all via a UI  popup
    • If the scene takes too long ( settable in the MCM what "too long" means), it is getting auto-closed and handled via a UI popup
    • After Loss of control is state installed, after a set number of times where the player has resisted the loss of control, a shortened version of the scene will be used instead, where the first half is handled by a quick pop-up.  (all MCM settable - you can also leave the full  length dialogue scene if you want to) 


See download below

 

Edited by MSM_Alice
Posted (edited)

The latest version 1.0556. can be upgraded mid-playthrough


Should sort the erroneous silencer detection on the Bimbo agent's ultimate skill.
(Edit nevermind,  that is still buggy,  need to dig deeper there).

Should prevent raiders from making social comments that seem out of place while the player is in the BoundInPublic quest from the Bound  InPublic mod.
 



See new download below : 
https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/145/#findComment-7275370

 

Edited by MSM_Alice
Posted

these two files were in version 542 (last one I had used) and not in or over written by the latest version 556

 

/Scripts/Source/User/Fragments/TopicInfos/TIF__NukaRide_VisitingOverbo_0403AAC0.psc

/Scripts/Source/User/Fragments/TopicInfos/TIF__NukaRide_VisitingOverbo_06064A49.psc

 

I have no idea what they do, just though I would mention it as when I activated 556, 542 did not show being completely overwritten 

Posted

Also, would it be possible to change the timer on the social comments - even at max setting they still comment way to often.   Would love to be able to set it to min of 180 seconds to a max of 540 seconds.   Right now the next commenter seems to be already starting before the one that just commented gets back to their original location (on stock settings)....

Posted
34 minutes ago, Mimirue17 said:

these two files were in version 542 (last one I had used) and not in or over written by the latest version 556

 

/Scripts/Source/User/Fragments/TopicInfos/TIF__NukaRide_VisitingOverbo_0403AAC0.psc

/Scripts/Source/User/Fragments/TopicInfos/TIF__NukaRide_VisitingOverbo_06064A49.psc

 

I have no idea what they do, just though I would mention it as when I activated 556, 542 did not show being completely overwritten 

That's just sourcecode, so it wont affect your game at all if it's missing.

.pex files are the scripts that the mods use. 

22 minutes ago, Mimirue17 said:

Also, would it be possible to change the timer on the social comments - even at max setting they still comment way to often.   Would love to be able to set it to min of 180 seconds to a max of 540 seconds.   Right now the next commenter seems to be already starting before the one that just commented gets back to their original location (on stock settings)....

If it's in the MCM you can find its location and change the Min/Max there. It will be in ModFolder\MCM\Config\MSMA_Sexual_Journey\config.json 

you can open that with notepad (if you don't have something better like notepad++). 

Posted
21 minutes ago, Franco Cozzo said:

That's just sourcecode, so it wont affect your game at all if it's missing.

.pex files are the scripts that the mods use. 

If it's in the MCM you can find its location and change the Min/Max there. It will be in ModFolder\MCM\Config\MSMA_Sexual_Journey\config.json 

you can open that with notepad (if you don't have something better like notepad++). 

Thanks - made some changes now to see how they apply in game.   Good to know so if I want I can change some settings in there to match what I change them to every new game I start instead of having to go in and change them every single time.

Posted (edited)
30 minutes ago, Mimirue17 said:

Thanks - made some changes now to see how they apply in game.   Good to know so if I want I can change some settings in there to match what I change them to every new game I start instead of having to go in and change them every single time.

Maybe you will be interested in this as well, its one of the few major advantages Fallout 4 has over Skyrim. Some mods are a little tricky with it, especially hotkeys and On/Off instead of 0/1 Toggles and drop-down menus, but outside that I would play the game a hell of a lot less and start a lot fewer new games if I didn't have the mcm settings manager

 

https://www.nexusmods.com/fallout4/mods/56195

 

also check out the booster and categoriser linked on the same page. 

There was or still is a beta in their discord that fixed some bug I cant remember, I just remember the discord having a better version that was needed to fix a CTD from some bigger mods MCMs or something. 

Edited by Franco Cozzo
Posted (edited)
3 hours ago, Mimirue17 said:

these two files were in version 542 (last one I had used) and not in or over written by the latest version 556

 

/Scripts/Source/User/Fragments/TopicInfos/TIF__NukaRide_VisitingOverbo_0403AAC0.psc

/Scripts/Source/User/Fragments/TopicInfos/TIF__NukaRide_VisitingOverbo_06064A49.psc

 

I have no idea what they do, just though I would mention it as when I activated 556, 542 did not show being completely overwritten 

It is 100% normal that these two Papyrus fragment Topic Info Papyrus source files are absent from msma, as they  are from NukaRide
I was packing them in by mistake earlier,  likely due to putting together the zip file at 4 AM  sometime last week, and probably copied them in, from my dev set-up (that has source scripts from external mods that MSMA attempts to integrate functionally with)  without noticing.


Their presence didn't cause immediate problems, as it would have required 

-  Using NR 
-  recompiling those specific scripts (not something most users do) and
-  those fragments in NR being updated/changed, 
for any actual problems to appear, but still, it was an error that needed correcting sooner rather than later.
It is not MSMA's place to provide those two papyrus fragment sources.

Edited by MSM_Alice
Posted (edited)

New test version 1.0557

Changelog: 

  • NPC Social Comment frequency MCM slider  has a wider range available to it, so one can space out the NPC comments even more
  • Corrected the ultimate BimboAgent skill:  firing a suppressed weapon being a permitted action in infiltration exclusive to Bimbo Agent with 70 points on the Bimbo agent track; everyone else has their infiltration ended as soon as they fire a weapon during infiltration, no matter if it is silenced/suppressed or not.
  • Overly large /heavy body parts no longer cause effects in general when the player is sneaking. 
  • The overly large /heavy body parts management system is changed; the MSMA script load overall should be lighter.


    Edit: more recent version now on main page

 

Edited by MSM_Alice
Posted

A recent behavioral change which may not be your mod. I played the Nuka World arc and went to finish Open Season after getting the raider related perks. Funnest way was to walk into a raider headquarters and just surrender after taking the first shot to piss them off.

 

First time worked well, went through the Operators, and as a good little Bimbo Agent I killed them all after the violate scenes were done. Oddly enough my companion was forced back into combat despite having surrendered.

 

Pack did not go well, both myself and my companion were attacked. This interrupted scenes and broke it completely. 

 

Went into the diner, left Ivy behind and infiltration worked just fine. 

 

Went into Fizztop Mountain surrendered and again I was the target.

 

Only difference was switching from Sexual Harassment to Sexual Harassment+. The latter of which should be a drop-in replacement as he's avoiding changing too much beyond that.

 

So. Have you observed such behavior before with large groups? Does Sexual Harassment+ screw with violate somehow? Thoughts? 

Posted
On 4/5/2026 at 12:29 PM, MSM_Alice said:

Have you set the font size for them significantly larger than default perhaps?

Can you show me a screenshot with the pop-up in question? That would clarify things.

This splashes during the initial load-up, only able to avoid this by choosing the "just give me the default" option.

202604~4.JPG

Posted
1 hour ago, msmfoster said:

A recent behavioral change which may not be your mod. I played the Nuka World arc and went to finish Open Season after getting the raider related perks. Funnest way was to walk into a raider headquarters and just surrender after taking the first shot to piss them off.

 

First time worked well, went through the Operators, and as a good little Bimbo Agent I killed them all after the violate scenes were done. Oddly enough my companion was forced back into combat despite having surrendered.

 

Pack did not go well, both myself and my companion were attacked. This interrupted scenes and broke it completely. 

 

Went into the diner, left Ivy behind and infiltration worked just fine. 

 

Went into Fizztop Mountain surrendered and again I was the target.

 

Only difference was switching from Sexual Harassment to Sexual Harassment+. The latter of which should be a drop-in replacement as he's avoiding changing too much beyond that.

 

So. Have you observed such behavior before with large groups? Does Sexual Harassment+ screw with violate somehow? Thoughts? 

I also use the new SH+ and have noticed this behavior of being attacked when aggressors were not close enough for whatever reason to be eligable for sexfight, either aggroed after the surrender or starting attacking when they got close enough.   The deathclaw in Concord always causes this but it comes in during a scene usually and starts attacking all the raiders and anyone not currently in a scene will break away from scene breaking it.

Posted
3 hours ago, Mimirue17 said:

I also use the new SH+ and have noticed this behavior of being attacked when aggressors were not close enough for whatever reason to be eligable for sexfight, either aggroed after the surrender or starting attacking when they got close enough.   The deathclaw in Concord always causes this but it comes in during a scene usually and starts attacking all the raiders and anyone not currently in a scene will break away from scene breaking it.

That's likely it then. The Deathclaw makes sense because it's not aligned with the raiders or you. 

 

However in a room full of Pack? No reason to start attacking the player or the companion. 

Posted (edited)
5 hours ago, Hermaeus Moron said:

This splashes during the initial load-up, only able to avoid this by choosing the "just give me the default" option.

202604~4.JPG

 

That still looks 100% like a missing,  incorrectly installed, overwritten by other mods,  or oddly configured Confirm boxes, and it will likely continue to look this way until ConfirmBoxes is used on defaults.

A normal, working Cofirm Boxes mod with settings on default shows a fitting box with rounded edges, not the one with straight edges like you have in that screenshot, which is the default unmodded aspect, and typically visible when ConfirmBoxes is absent.

Whichever option you pick here (even if you do so blindly by hitting Enter),  you can re-set the camera mode in the MSMA MCM later anyway, in the QoH settings page.

correct_confirm_boxes.thumb.jpg.77ae2fc5a98152bd1b0ade7796dc8512.jpg

Edited by MSM_Alice
Posted (edited)
17 minutes ago, msmfoster said:

That's likely it then. The Deathclaw makes sense because it's not aligned with the raiders or you. 

 

However in a room full of Pack? No reason to start attacking the player or the companion. 


Sounds like a dysfunction during the act, with the Violate peace bubble, perhaps unrelated to MSMA.
During Violate, MSMA relies on Violate to keep this peaceful. I have No insight why it does not do it here for you.
Why Violate fails to keep the peace here is difficult to guess (I do not use SH +).
I'd be inclined to think this happens the same way whether MSMA is present or not.


Maybe SH+ needs to replace some Violate scripts, too?
Maybe there's a Violate patch that was accidentally completely disabled?
As a side note:  
My separately downloaded, highly optional FPV_Onhit script replacement for Violate  (the one that makes Violate accept multiple humanoids in a group scene) should only be applied to the vanilla, unpatched Violate, and really no other scenarios. 
If people use other Violate script patches/replacement, be they from EAP, or darthroman, SH+ or anyone else,  that have their own FPV_Onhit patched script version, then as a consistency measure, you should use THAT,  the patched version that they provide, not my patched version that is ONLY meant to be used in conjunction with an unpatched, Vanilla AAF Violate

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

 The deathclaw in Concord always causes this but it comes in during a scene usually and starts attacking all the raiders and anyone not currently in a scene will break away from scene breaking it.


The Deathclaw in Concord at the start, I think, is not a normal Deathclaw enemy, has an overarching Quest script /AI package that makes it not let itself be ruled by violate peace bubble rules, and re-aggros periodically on anyone. I think, if not in the middle of an AAF scene itself.

 

Edited by MSM_Alice
Posted (edited)

new Act1- In development version on the main page.

April 8th, 2026

1.0558 -Upgrading mid-playthrough should be fine. 
  • NPC Social Comment frequency MCM slider  has a wider range available to it, so one can space out the NPC comments even more
  • Corrected the ultimate BimboAgent skill:  firing a suppressed weapon is now a permitted action in infiltration that is exclusive to Bimbo Agent with 70 points on the Bimbo Agent track; everyone else has their infiltration ended as soon as they fire a weapon during infiltration, no matter if it is silenced/suppressed or not.
  • Overly large /heavy body parts no longer cause effects in general when the player is sneaking. 
  • The overly large /heavy body parts management system is changed; the MSMA script load overall should be lighter.
  • Story Quests for using Zen and Harmony Dildo friends now end correctly after using them.
  • Giving Mindblowing or Galactic Orgasms to others now counts as more than one orgasm when completing "make others orgasm" bimbo craving.
  • Providing Mindblowing or Galactic Orgasms to others now has a small positive effect on one's "get orgasms"  bimbo craving too.
  • Getting a Mindblowing or Galactic Orgasm,  now soothes one's own "get orgasms" bimbo craving by more than just 1.
Edited by MSM_Alice
Posted

just curious as I was looking at making an AE build just to test things, are there any Mods that are required or suggested that do not function with that version?   I have seen a lot of mods have been updated to work with AE so not sure how broken it still is (assuming you patch the crap out of it to fix all the obvious bugs)

Posted (edited)
15 minutes ago, Mimirue17 said:

just curious as I was looking at making an AE build just to test things, are there any Mods that are required or suggested that do not function with that version?   I have seen a lot of mods have been updated to work with AE so not sure how broken it still is (assuming you patch the crap out of it to fix all the obvious bugs)

 

I'm currently running on the latest AE version, all requirements listed on the mod page installed, and so far at least no problem. I had an issue for a bit with the animations not playing, but that was mainly due to my Load Order being out of whack. As long as you make sure everything is installed/enabled in the right order, upgrade whatever mods you can, then you should be fine. 

Edited by Lastlostman

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