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Posted
40 minutes ago, MSM_Alice said:

Animation auto change on orgasm system is a separate topic from the elastoflesh skill, I don't want to mix the two up. 
That one will always have an MCM toggle to turn on/OFF. The question was only about the initial value of that toggle, not about if the toggle is present or not.

Are we still talking about the elastoflesh skill?
 

yeah i was talking about the elastoflesh skill. I brought up the animation change system because it doesnt seem to be much use without also turning on the animation change system.

Posted (edited)
9 hours ago, judge007 said:

@MSM_Alice

 

The bimbo animations that start an AAF animation, how i would either tone them down or disable them?

I am a bit unclear about what "the bimbo animations that start an AAF animations" are. 

Are you talking about casual "spicy" silly idles when aroused?
Those are not AAF animations; they are idles that play as part of a classic scene.
They are part of the " Silly bimbo action when aroused" in the general settings.
You can turn them off. 

image.thumb.png.cfdba179717186bb876c25bb266b8af4.png

 

Or is it something else?

Edited by MSM_Alice
Posted (edited)
6 minutes ago, hiono said:

yeah i was talking about the elastoflesh skill. I brought up the animation change system because it doesnt seem to be much use without also turning on the animation change system.

Do you want a MCM toggle for the elasto flesh skill to work as it used to?  To instantly perfectly align with the enemy size?

 

I felt that way, it was a bit too overpowered if instantaneous, and took away any weight/meaning for the size-related gameplay mechanics.
Needing 2 3 scenes to "align" to the target size  is still powerful, but not "broken." 

Edited by MSM_Alice
Posted
18 minutes ago, MSM_Alice said:

Do you want a MCM toggle for the elasto flesh skill to work as it used to?  To instantly perfectly align with the enemy size?

 

I felt that way, it was a bit too overpowered if instantaneous, and took away any weight/meaning for the size-related gameplay mechanics.
Needing 2 3 scenes to "align" to the target size  is still powerful, but not "broken." 

yes a toggle would give more player control but you are correct about maybe its too op it seems to me to be the strongest skill. i think 60 for agent is the next one down. idk how the numbers are coded but being able to adjust each step kinda thing. at default its 50/75/87 but each can be adjusted to fit how powerful the player wants the skill lower it to 25/50/70 or wherever they want it. All this might be wayy to complex and pointless thoughts for one skill lol

Posted (edited)
6 hours ago, msmfoster said:

 

I confirmed that its set to 0 which is paralysis only. 

 

70 towards Agent Bimbo, and 60 towards Power Bimbo.

 

Now to be fair, infiltration has not shown up as a feature for me in a while. It used to be all the time, 'Surrender', 'Keep Fighting', and 'Infiltrate.' MSMA also used to paralyses even in casual scene, which may be why  I see a difference. I did get it this time and they were all remained up and about.


It might be that a bug slipped in, and when you announce you want infiltration,  the settings are auto-set for a non-agent bimbo (instead of settings auto-set for agent bimbo), which means daze-only. But let's see if that is the case.

 

 

That likely explains why I could never put on a HAZMAT suit. Removing those nails fixed everything as expected.

 

On a side note, Family Planning Enhanced triggered the 'Who's the Father' quest and it points to the Train Control Station south of Oberland Station. No one there, but it looks familiar minus all the extra stuff. Not a bug per se, just interesting.

 

Another observation, not really your mod. After a pregnancy morphing got weird. Which is odd because it was disabled (I enabled it the time before and disabled it for this one). You can see how the bodies do not match. FPE's reset didn't help at all, not sure if you have one, or something like 'Make the bodies match' option.

20260509200546_1.jpg

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Papyrus.0.log 3.34 MB · 1 download

From what I can see in the log:
In the animation with the player and the four other partners, everything went down correctly.

The spindown duration was a bit long ( 8+ seconds from when the animation ended to when the punishment was actually applied), but that shouldn't be a breaking issue itself.  The three were part of the punishment pool, the punishment was applied, and the selected punishment meant for the enemies was daze (not paralysis).

 

 

Are you sure you hadn't suppressed paralysis punishments from some time before? Maybe you pressed that toggle at some point and forgot about it? Or something else toggled on, and you never toggled it off since?
 

The way to check that is to press that "toggle punishment suppression" hotkey ( ideally during the scene you are currently monitoring the outcome of), as that brings up a pop-up which tells you in a bespoke way what your current punishment suppression state is, and what the previous punishment suppression state was, so it gets clarified right away, without guesswork.


My hypothesis is that on your system, during this scene, the SexFight punishment suppression was set to "on".

Either via the hotkey toggle or auto-set by the system at the start, to ensure a successful infiltration start. 


That is why the enemies only got " dazed" and not "paralyzed" , as that is precisely what punishment suppression does. It suppresses the " big punishments, like  paralysis/frenzy  , or  death, and leaves only" daze" as a punishment.

Edited by MSM_Alice
Posted (edited)
1 hour ago, Sweettits said:

this only happens in or around sanctuary, no mods to add to dialogue or head tracking, just Patrans nuka ride npc replacer is all I use.

One more question: does this correlate with some NPC involved in the MSMA story being nearby, rather than "in sanctuary area" .
Like Sturges or Preston?

 

That would make more sense ( maybe they are the ones who try to start a scene that never actually fires)  and would narrow down the search.

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

You get just + 1 per conversation, not + 10 like a bimbo level up.
You need  +10  on a certain track for a new skill to unlock.  

Ooook now i get it, nice, so I will keep on sharing

Edited by Chubrikone
Posted

I really like what you did here Msm_Alice, it is fun and the music is nice. Thank you

 

I don't like suggesting modifications to mod creators but for the very first time if i may : when PC is mind broken and having a galactic orgasm in public the current animation could have a chance to initiate a new one with one more actor (as a penalty for loosing control). It would add to the brainless fuckfest, like a two actors animation leading to a threesome with a horny guest jumping in.

Posted (edited)
1 hour ago, rjrc said:

I really like what you did here Msm_Alice, it is fun and the music is nice. Thank you

 

I don't like suggesting modifications to mod creators but for the very first time if i may : when PC is mind broken and having a galactic orgasm in public the current animation could have a chance to initiate a new one with one more actor (as a penalty for loosing control). It would add to the brainless fuckfest, like a two actors animation leading to a threesome with a horny guest jumping in.

Thank you for testing and for the nice words.
Will think about it. 

There are already CVT increase penalties for having galactic orgasms while mindbroken,the situation is not  "meaningless"  in terms of consequences :)

 

Eventually, those CVT increases lead to higher bimbo level, and more intense cravings that can lead to loss of control and randomly demanding sex from passersby. 
So something like this is there, just not " immediate" . It's more of a slow cook descent into bimbohood.

 

(Also nice to see an Enki Bilal fan! - assuming the avatar pic is from the Immortel movie based on his graphic novel  :))

Edited by MSM_Alice
Posted (edited)

If you want to test the next main page version with me (potentially also next " stable release" version too, as it has a fair amount of bug fixes) 

Here it is 
Should be upgradable mid-playthrough.
Also, an alternate version of the optional MSMA HUD mod that causes fewer Papyrus Log Traces (same, can just be installed over the old one) 

 

Aggregated Changelog (when compared to 1.0682) 

 

  • Optional: Sex Position Auto change on player orgasms above a certain intensity,   partner orgasm above a certain intensity, or any successfully answered challenge (not recommended, a bit overkill) . Can be activated from the MCM, SexFight page, default off 
  • Long Nails have three equipping modes now (instead of the two modes before): Fully removable with norestrictions (as before- they get destroyed when removed, and bonuses are lost, have to re-visit Marina to get a new set),  Strict Permanent (as before -  indestructable and they get auto re-equipped, this can conflict with things like DD or KFT or Silver  Shroud suit),  and Loose permanent (new mode) means they can be visually removed, but you keep the gameplay bosnuses, and they will actually patiently wait to get auto re-equipped on the first AAFscene start/end, or the next savegame load.  @atropur
  • Optimisations to reduce papyrus load in certain situations.
  • Post frenzy invisibility, if tuned on in the MCM,  shouldn't trigger anymore on peaceful situations like boosting follower combat ability via sex , doing movies with wedge, prostitution, or similar.

Changes to Viggo

  • Viggo should handle kidnapping-type missions better  (the sub-Objective to rescue the settler should be completed now, and the kidnapped settler should actually be moved back from the dungeon to the settlement automatically) 
  • Viggo should now, in theory, also be able to handle  the repeat missions for already owned settlements now (like further attacks and such...needs testing, though) 
  • In the past, if you started a Viggo mission and then exited the game,  the mission had a chance to get stuck ( never complete)  on the next game reload.  Now, on a game load,  any ongoing Viggo mission should get unstuck. 
  • Viggo will not take part in custom/special missions (non-procedural) like Troubled Waters for Greycarden, or Taking Independence (the Castle).  He is meant to handle the auto-generated ones mostly.
  • There is a bit more of auto-setting active quests, once Viggo gets activated, so people can find Viggo more easily. 
     

Changes the ElastoFlesh skill (as it was too overpowered). 

  • Now this skill means all sizes (oral, anal, or vaginal) adapt halfway (not instantly all the way)  from their current size, whatever it was, toward the ideal size to match the current partner, at each new AAF animation start.
  • This means with a partner, in 2 or 3 animations,  the sizes are close enough to be largely adapted (it just does not happen over just one single animation anymore). 
  • Now, only the body parts that are actually involved in the animation ( based on animation tags    - anal, oral, or vaginal)  adapt,  not all of them as they were before. 
  • These auto-adaptations at the start do not count when QOh evaluates if a spree had any stretching that large enough to be mentioned.

Changes to QOH  quipping on sex sprees based on stretching:

  • Initial size auto adaptations from the elasto flesh skill, if any,  at the start of a spree,  are ignored in terms of "worth-to-mention stretching events". 
  • any additional stretching that does happen later in the spre, after that initial moment, do matter,  but the thresholds that they are comapred against to see if they pass the "wrothwhile to mention" check,   those can be set to be a lot larger than the thresholds  that are used for a bimbo who does not have the elasto flesh skill (default multiplier is set to x5, can be set in the MCM from x1 itro x10)., This is done so that QOH's comments about sizes don't get too frequent/annoying once the elasto flesh skill is acquired, but outstanding events are still called out.

 

  • other typo corrections and various smaller fixes 

MSMA_HUD_optional_addon_0.9000_NoLogTraces.zip

 

Actual mod download here: https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/158/#findComment-7297154

 

Edited by MSM_Alice
Posted
6 hours ago, MSM_Alice said:

One more question: does this correlate with some NPC involved in the MSMA story being nearby, rather than "in sanctuary area" .
Like Sturges or Preston?

 

That would make more sense ( maybe they are the ones who try to start a scene that never actually fires)  and would narrow down the search.

This happens with Marina., Sturges when I try to ask about doing something for materials., Ada from mechanical menace if I have her there in the settlement. but here is a mods list , I downgraded to 1 10 984 so I am keep most mods to the minimum for nuka ride and bimbofication .

ModList_2026-05-10T06-13-23.txt

Posted (edited)
48 minutes ago, Sweettits said:

This happens with Marina., Sturges when I try to ask about doing something for materials., Ada from mechanical menace if I have her there in the settlement. but here is a mods list , I downgraded to 1 10 984 so I am keep most mods to the minimum for nuka ride and bimbofication .

ModList_2026-05-10T06-13-23.txt 12 kB · 0 downloads

Thank you.

In that list I am not seeing any recent version of MSMA, only 

[Name] MSMA_v0_7862   ( that is currently disabled) 

A very very old version from last year..

Is there a chance for a papyrus log, so I can see what version of MSMA actually runsif installed in some other way?
  

Edited by MSM_Alice
Posted
9 hours ago, MSM_Alice said:

Thank you for providing the papyrus log. 
That provides a fair amount of actionable context about what is happening. 

I am seeing some oddities there that might be connected, will apply fixes for those first to "still the waters". 
For instance, I am seeing the CVT update function attempt to run 3 times!  (it should only run once  every 30seconds)
So will add some safeguards to correct that.
 

After asking you to choose infiltration ( in the fight/surrender /infiltrate pop-up) , does it also detect settings that are incompatible with infiltration,  and does it ask you anything extra to set your serfight settings to make infiltration possible at all, or does it proceed without any extra pop-up?

The theory proceeds without any extra pop-up if you already had death set to off. For a Bimbo agent of level 70, it should be normal.


In terms of different morphs, I can look into it some more, but what I show on the hologram is EXACTLY the  same with what I sent to the player. 
I don't yet know where the differences could be coming from.
Maybe some physics mod that only applies to the player?
Maybe something else / a different mod that sends stuff to the player only?

Will think about it some more.

It's most certainly related to Family Planning Enhanced. That's the only other morphing mod that I had active at the time. 

 

FPE could not adequately reset the morphs either. So I'm not sure there is a solution, but you could re-import the body. 

 

Either way, I pointed it out. Clearly the two were no longer aligned. A force alignment mode would kind of cool, but not in your purview. 

Posted (edited)
9 hours ago, MSM_Alice said:

From what I can see in the log:
In the animation with the player and the four other partners, everything went down correctly.

The spindown duration was a bit long ( 8+ seconds from when the animation ended to when the punishment was actually applied), but that shouldn't be a breaking issue itself.  The three were part of the punishment pool, the punishment was applied, and the selected punishment meant for the enemies was daze (not paralysis).

 

 

Are you sure you hadn't suppressed paralysis punishments from some time before? Maybe you pressed that toggle at some point and forgot about it? Or something else toggled on, and you never toggled it off since?
 

The way to check that is to press that "toggle punishment suppression" hotkey ( ideally during the scene you are currently monitoring the outcome of), as that brings up a pop-up which tells you in a bespoke way what your current punishment suppression state is, and what the previous punishment suppression state was, so it gets clarified right away, without guesswork.


My hypothesis is that on your system, during this scene, the SexFight punishment suppression was set to "on".

Either via the hotkey toggle or auto-set by the system at the start, to ensure a successful infiltration start. 


That is why the enemies only got " dazed" and not "paralyzed" , as that is precisely what punishment suppression does. It suppresses the " big punishments, like  paralysis/frenzy  , or  death, and leaves only" daze" as a punishment.

I'll take a look. I'll have to check if they toggle is actually enabled. I only use the primary and secondary sex fight button.  EDIT: I can in fact confirm the button was never enabled in the first place. When I toggled it they died instead of paralysis.

 

Related to your previous post. I was not asked if I wanted to change settings when doing infiltration. When that option stopped appearing, daze became the go to. 

 

Attached a series of screenshots to show settings in case I am missing something.

20260510123658_1.jpg

20260510122836_1.jpg

20260510123308_1.jpg

Papyrus.0.log

Edited by msmfoster
Added screenshots to confirm behaviour.
Posted
2 hours ago, Sweettits said:

This happens with Marina., Sturges when I try to ask about doing something for materials., Ada from mechanical menace if I have her there in the settlement. but here is a mods list , I downgraded to 1 10 984 so I am keep most mods to the minimum for nuka ride and bimbofication .

ModList_2026-05-10T06-13-23.txt 12 kB · 1 download


Also, as a test, can you check if this also happens if you have XDI mod installed or not?
I am usually testing with XDI. 
I would want the mod to work without it too, though, but for now, please see if having XDI makes a meaningful difference here. 

Posted

Hello, thanks fro the great mod !

 

I've installed it in my game (which had like 1 our 2 hours of play and it worked greatly, until I went to launch the quest and get the magic dildos. The option to use Joy, etc... never appeared in the menus. I did some searching and found that I missed two mods : darthroman animations and the dragon dildo one. I added them, but saw a post made the mod author saying that adding those two mid-game won't do much, as they should be added from the start to effectively be taken into account.

 

Having a save started not so long ago, I decided to try and start a new game, but now, when the mod starts and sets up the configuration (by generating a lot of pop-ups), the game automatically crashes when I select if I want the game "smutty" or not (and even if I click on the "I don't want pop-ups"). 

 

I haven't added any other mods except the two mandatory ones since my first game (where the configuration was set up with no crash), and I checked again to see if I don't miss another mod.

 

Has anyone had a similar problem recently ? Maybe I was too fast and I missed another mandatory mod...

 

If it can help, there is the crash log linked !

crash-2026-05-10-16-17-42.log

Posted (edited)
1 hour ago, Rudra68 said:

Hello, thanks fro the great mod !

 

I've installed it in my game (which had like 1 our 2 hours of play and it worked greatly, until I went to launch the quest and get the magic dildos. The option to use Joy, etc... never appeared in the menus. I did some searching and found that I missed two mods : darthroman animations and the dragon dildo one. I added them, but saw a post made the mod author saying that adding those two mid-game won't do much, as they should be added from the start to effectively be taken into account.

 

Having a save started not so long ago, I decided to try and start a new game, but now, when the mod starts and sets up the configuration (by generating a lot of pop-ups), the game automatically crashes when I select if I want the game "smutty" or not (and even if I click on the "I don't want pop-ups"). 

 

I haven't added any other mods except the two mandatory ones since my first game (where the configuration was set up with no crash), and I checked again to see if I don't miss another mod.

 

Has anyone had a similar problem recently ? Maybe I was too fast and I missed another mandatory mod...

 

If it can help, there is the crash log linked !

crash-2026-05-10-16-17-42.log 66.03 kB · 0 downloads


Probably something required  is missing.

Do you have everything from the AAF TFM.

 

at first glance it might be  crashing whentryingto alloacte arrays, but it is odd since those arrays are alocated the first time around too. 

Edited by MSM_Alice
Posted
5 minutes ago, MSM_Alice said:

Well what is your mod load-out ?:)
 Probably something required  is missing.

Oh sorry, I thought that the crash logs handled that information ! Here it is pinned

loadout.txt

Posted (edited)
3 hours ago, msmfoster said:

I'll take a look. I'll have to check if they toggle is actually enabled. I only use the primary and secondary sex fight button.  EDIT: I can in fact confirm the button was never enabled in the first place. When I toggled it they died instead of paralysis.

 

Related to your previous post. I was not asked if I wanted to change settings when doing infiltration. When that option stopped appearing, daze became the go to. 

 

Attached a series of screenshots to show settings in case I am missing something.

20260510123658_1.jpg

20260510122836_1.jpg

20260510123308_1.jpg

Papyrus.0.log 608.77 kB · 0 downloads


Seems all is well then.
By default, before you are a high level agent,  infiltration means daze-only.


Probably it got set on that  and stayed that way since you never messed with the supression hotkey to undo that state. 

 

Make sure death is  Off, 
Paralisys is ON
Effect are not overall supressed.

All should be good.
If they can die, they can for sure also get paralized.

Edited by MSM_Alice
Posted (edited)
3 hours ago, Rudra68 said:

Oh sorry, I thought that the crash logs handled that information ! Here it is pinned

loadout.txt 24.29 kB · 0 downloads

Does it happen the same on a fresh game with the latest version of the mod ? 
here is the latest one , righthere : 
 

https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/158/#findComment-7297154

 

Edited by MSM_Alice
Posted (edited)
21 minutes ago, Rudra68 said:

Oh sorry, I thought that the crash logs handled that information ! Here it is pinned

loadout.txt 24.29 kB · 1 download

Oh, and be mindful that Darthroman's mod also has its own set of prerequisites,
Don't forget about those, too. 

Here they are  (I think hard requirements only might be enough) 
 

Hard requirements:

Requirements:

 


I am not seeing, for instance, UAP from his list in your list. 

 

 


Also sometimes for me, when I installed the additional items there from Darthroman's page ( for Radstag Doe penis and whatnot),  it caused some crashes ffor mee too on some versions ( not always),  so I don't usually install the extras. I don't fully understand /need those.

What MSMA from his mod are the dildo animations (and a fisting animation in some special circumstances). 

Edited by MSM_Alice
Posted
3 minutes ago, MSM_Alice said:

Oh, and be mindful that Darthroman's mod also has its own set of prerequisites,
Don't forget about those, too. 

Sometimes for me, when I installed the additional items there from Darthroman's page ( for Radstag Doe penis and whatnot),  it caused some crashes ffor mee too on some versions ( not always),  so I don't usually install the extras. I don't fully understand /need those.

What MSMA from his mod are the dildo animations (and a fisting animation in some special circumstances). 

Thank you very much, it seems that the act1 mod was the holy grail :) The init was successful, and I pushed a bit to talk to Marina, and everything is booting up well, even Joy ! 

 

I'll check about the darthroman's prerequisites, but everything seems ok for the moment !

Posted
8 minutes ago, Rudra68 said:

Thank you very much, it seems that the act1 mod was the holy grail :) The init was successful, and I pushed a bit to talk to Marina, and everything is booting up well, even Joy ! 

 

I'll check about the darthroman's prerequisites, but everything seems ok for the moment !

Great!
Don't forget to also install the separate music pack. 

Posted
3 hours ago, MSM_Alice said:


Also, as a test, can you check if this also happens if you have XDI mod installed or not?
I am usually testing with XDI. 
I would want the mod to work without it too, though, but for now, please see if having XDI makes a meaningful difference here. 

I have ver. 1 43 i believe , will test with it disabled .

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