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Posted

hello will there be nanites feature to reset the bimbo specialization? and OMG man its so nice that the cycling of animation when depend on orgasm it feels like a staged animation thank you very much

Posted (edited)
19 hours ago, woodrealmelf said:

hello will there be nanites feature to reset the bimbo specialization? and OMG man its so nice that the cycling of animation when depend on orgasm it feels like a staged animation thank you very much

Hello

I am not currently planning for reset specialist functionality.  They are supposed to be meaningful choices that stick with you for the duration of a playthrough.
If you really  want to change, you can   "brute force cheat"  your way as I didn't hide the global variables 

 


MSMA_BimboFun - Fun/Airhead  path
MSMA_BimboPower - Power/Psycho path

MSMA_BimboDenial -  Denial/Not a bimbo path
MSMA_BimboAgent - Spy/Agent path


in console
set <variablename> to <value> 

like 
set MSMA_BimboFun to 30



Values 0 to 70 give you skills 1 to 7; every ten points is a new skill. 

Edited by MSM_Alice
Posted

I saw the discussion over on Triggerwoman, but figured over here would be a better place for this.   What if through discussion with QoH you could spend BP to basically shut the craving system down for a set time period, say like 5 minutes per batch of BP.   This would be really useful in a Quest environment where you will be needing to have dialogue (with males especially) and not jump on them for sex once you get close, or override the conversation with demanding sex dialogue.   Where the craving system would be taking over most things (maxed out bimbo level or total nymphomaniac) you will have a stock pile of BP and this would allow certain quests to get done by just delaying the sex a few minutes.

 

One request I would have, kind of separate from this, is there a way that a slider could be put in to control the sex craving?   Here is an example, I normally run with the craving timer onset/level at .3 which will allow a total sexfight approach towards the game (would appear to be nymphomaniac by volume of sex).   Cravings will still kick in eventually but they do so slowly vs having all of them by bimbo level 3.   The one craving that goes bonkers with this approach is the having sex - by Bimbo 3 its already around 6 hours and timing goes down pretty fast from there.    Currently there is no setting to really control that one specific craving as it does not appear to be affected by the main slider and just looks at overall amount (which is rather high based on conversations with Marina....).   The main issue really is the sex comes in spurts, as there might be days where you do not get into fights (sex them all) and others where quests lead you into a sex marathon (Corvega for example) and that craving only cares about the overall bodycount, not if they come in sprees or not.

Posted (edited)
3 hours ago, Mimirue17 said:

I saw the discussion over on Triggerwoman, but figured over here would be a better place for this.   What if through discussion with QoH you could spend BP to basically shut the craving system down for a set time period, say like 5 minutes per batch of BP.   This would be really useful in a Quest environment where you will be needing to have dialogue (with males especially) and not jump on them for sex once you get close, or override the conversation with demanding sex dialogue.   Where the craving system would be taking over most things (maxed out bimbo level or total nymphomaniac) you will have a stock pile of BP and this would allow certain quests to get done by just delaying the sex a few minutes.

 

One request I would have, kind of separate from this, is there a way that a slider could be put in to control the sex craving?   Here is an example, I normally run with the craving timer onset/level at .3 which will allow a total sexfight approach towards the game (would appear to be nymphomaniac by volume of sex).   Cravings will still kick in eventually but they do so slowly vs having all of them by bimbo level 3.   The one craving that goes bonkers with this approach is the having sex - by Bimbo 3 its already around 6 hours and timing goes down pretty fast from there.    Currently there is no setting to really control that one specific craving as it does not appear to be affected by the main slider and just looks at overall amount (which is rather high based on conversations with Marina....).   The main issue really is the sex comes in spurts, as there might be days where you do not get into fights (sex them all) and others where quests lead you into a sex marathon (Corvega for example) and that craving only cares about the overall bodycount, not if they come in sprees or not.



Well in a way that is the willpower thing (which can also be paid in BP or CVT),
After you pay the fee, there are about 90 to 120  seconds during which the loss of control does not trigger
For more than that ( one full in-game day), there is the can of synthetic jizz. 


I think the isTalking check is a good check to have. 
I did have a condition here that should have prevented the craving loss of control  interrupting a NPC who was already talking to you ( scene or no scene) but apparently it did not work. More conditions are needed.

Edited by MSM_Alice
Posted (edited)
3 hours ago, bradster511 said:

would like to know when there will be more story to the mod and if it will be going to the institute eventually?

100% yes,  there will be more story, but creating quest content takes a lot of time, and these weeks I have less of it :)

Some later quests will involve the institute in a bespoke way, yes. 


I am working on expanding Viggo's role and functionality a bit right now, to add some more conversations and some services that the player can do if no unusual trinket is found, to get Viggo to do those settlement-based missions.  

Edited by MSM_Alice
Posted (edited)

Question:


One of the more special things that I want to eventually be part of this mod's story mode,  is the weight and "permanence" of the "corruption" choices made once a bimbo playthrough is started, and how one cannot save-scum their way through it (if the save-flow system is on). 


For instance, if the player keeps their virginity, and then they find a quest that has a "lose virginity" quick-solution, once that " lose virginity" choice is made, I'd rather have it be the "canon" choice for that specific playthrough.  That means, if the player solved that quest by losing their virginity in the process, then loads an earlier save, then they are still a virgin (potentially do a different solve), the tribunal should still insist on recording that that particular player solved that one via giving their virginity away, and not let the player deviate from that choice anymore on that specific playthrough. 
So, any time another save would be loaded, they will either lock those choices in, or reapply those "lost virginity" events on the player during a Tribunal judgement session.

But I wonder, should that "anti save scum correction" go both ways, or should it lean towards "the most depraved solution you picked, on any attempt, is now the canon solution for that character"? 

Specifically, player is a virgin, and when the opportunity came about, they chose not to give away their virginity and found a different solution. 
Then they load an older save, and want to see what would have happened had they given that virginity away and solved the quest that way (without a new playthrough).  So they do that.  Should the tribunal now consider that  " You know what? Curiosity killed the cat, this depraved take is now your canon choice," and consider forever that the player did give their virginity away for that quest?
 

 

What do you feel is more... appropriate?

Edited by MSM_Alice
Posted
7 minutes ago, MSM_Alice said:

Question:


One of the more special things that I want to eventually be part of this mod's story mode,  is the weight and "permanence" of the "corruption" choices made once a bimbo playthrough is started, and how one cannot save-scum their way through it (if the save-flow system is on). 


For instance, if the player keeps their virginity, and then they find a quest that has a "lose virginity" quick-solution, once that " lose virginity" choice is made, I'd rather have it be the "canon" choice for that specific playthrough.  That means, If the player solved that quest by losing their virginity in the process, then loads an earlier save, then they are still a virgin (potentially do a different solve), the tribunal should still insist on recording that that particular player solved that one via giving their virginity away, and not let the player deviate from that choice anymore on that specific playthrough. 
So, any time another save would be loaded, they will either lockthose choices in, OR would reapply those "lost virginity" events on the player during a Tribunal judgement session.

But I wonder, should that "anti save scum correction" go both ways, or should it lean towards "the most depraved solution you picked, on any attempt, is now the canon solution for that character"? 

Specifically, player is  a virgin, and when the opportunity came about, they chose to not give away their virginity and found a different solution. 
Then they load an older save, and want to see what would have happened had they given that virginity away and solevd the quest that way.  So they do that.  Should the tribunal now consider that  " You know what? Curiosity killed the cat, this depraved take is now your canon choice," and consider forever that the player did give their virginity away for that quest?

 

What do you feel is more... appropriate?

 

Does virginity reset?

Nora is married, husband dead and child kidnapped, not much leeway for virginity there. LOL!!!

Posted (edited)
19 minutes ago, judge007 said:

 

Does virginity reset?

Nora is married, husband dead and child kidnapped, not much leeway for virginity there. LOL!!!


Indeed, but there ARE options. 

1. You can also alt-start as non-Nora, who can be a virgin or not  (choices are made granularly, in the initial conversation with Misty, about who their player is and what their pre-war sexual history was). 
2. Even if starting as vanilla Nora who is already a mother, you can also consider "post-war "virginity"" a thing,  not biological/physical,  but the moral aspect of having sex since husband being murdered/coming out of the vault.   The mod does track that and makes that specific distinction (if this is a prewar authentic virginity,  or the theoretical post-war-only status).  The dialogue with Misty also calls that out. 

The V-Card sub menu,  in the implant menu tracks all that, what the status is, when it was "lost" etc.

Also, some lines in some conversations with Marina are a bit different depending on those choices.
Same for instance, what Wedge puts on the table as a potential reward for a Nora who didn't have vaginal penetrative sex since coming out of the vault, or for a non-Nora player who is actually an actual virgin.  Those are different.   Or for a character who has done everything already, there he offers no special reward, just the regular old path.

Edited by MSM_Alice
Posted

Just my method of playing, but I do not go back and make different choices on a play through.   What I choose is that way for as long as I play that character.   I DO however make new characters all the time, so I can test out different looks at quests, or simply skip or change the way I play.   For example 1st game would be a virgin (alt start) and be more shoot them type and only have sex when it looks too hard to beat that way.   No prostitution or messing around.   2nd game would be pretty slutty - might not even carry a gun as she has the Big DD guns and ass and will sex everything in sight instead of physically fighting.   Sex boost up those companions and use dialogue mods that might let you solve quest with just sleeping with people.    No going back on any save and trying things different, that would be another character!

Posted (edited)
1 hour ago, Mimirue17 said:

Just my method of playing, but I do not go back and make different choices on a play through.   What I choose is that way for as long as I play that character.   I DO however make new characters all the time, so I can test out different looks at quests, or simply skip or change the way I play.   For example 1st game would be a virgin (alt start) and be more shoot them type and only have sex when it looks too hard to beat that way.   No prostitution or messing around.   2nd game would be pretty slutty - might not even carry a gun as she has the Big DD guns and ass and will sex everything in sight instead of physically fighting.   Sex boost up those companions and use dialogue mods that might let you solve quest with just sleeping with people.    No going back on any save and trying things different, that would be another character!

Indeed, and that is the way it probably makes most sense, considering consistency with the character being played.
So the save flow system likely won't activate for any of that. 



However, some would be a lot more inconsistent/whishy-washy, all over the place with the choices,  sometimes load/save the same character "just to see" what was on the other side of that choice,  even if the choice itself is severely out of character for the particular character they are currently playing. 


I want this system to make those tough choices, once selected, have more weight, be more permanent, and define that character more deeply.
Loss is not always a "quick load" away from being erased.  

Different playthrough/character?  Absolutely fine to experiment, have different choices. (It is a game after all).
 

Same character? Choices made, define them, and shouldn't be "undone/erased" that easily.
Sometimes one has to live with the consequences of the choices they themselves made, without an easy "undo" button.
 

Edited by MSM_Alice
Posted
2 hours ago, MSM_Alice said:

Question:


One of the more special things that I want to eventually be part of this mod's story mode,  is the weight and "permanence" of the "corruption" choices made once a bimbo playthrough is started, and how one cannot save-scum their way through it (if the save-flow system is on). 


For instance, if the player keeps their virginity, and then they find a quest that has a "lose virginity" quick-solution, once that " lose virginity" choice is made, I'd rather have it be the "canon" choice for that specific playthrough.  That means, if the player solved that quest by losing their virginity in the process, then loads an earlier save, then they are still a virgin (potentially do a different solve), the tribunal should still insist on recording that that particular player solved that one via giving their virginity away, and not let the player deviate from that choice anymore on that specific playthrough. 
So, any time another save would be loaded, they will either lock those choices in, or reapply those "lost virginity" events on the player during a Tribunal judgement session.

But I wonder, should that "anti save scum correction" go both ways, or should it lean towards "the most depraved solution you picked, on any attempt, is now the canon solution for that character"? 

Specifically, player is a virgin, and when the opportunity came about, they chose not to give away their virginity and found a different solution. 
Then they load an older save, and want to see what would have happened had they given that virginity away and solved the quest that way (without a new playthrough).  So they do that.  Should the tribunal now consider that  " You know what? Curiosity killed the cat, this depraved take is now your canon choice," and consider forever that the player did give their virginity away for that quest?
 

 

What do you feel is more... appropriate?

whats the point? whether people save scum or not should be up to the player. The player is making the lore for that character on that playthrough why get in the way of it or try to control it?

Posted (edited)

The point is being able to deliver an experience that is more memorable, something more than "see cheeks clapped" on the screen.
This is in no way getting in the way of establishing the lore for that character in any way, as when the choices come, you are free to make the choice, whichever it may be, the first time in your playthrough.
I do have a problem with that choice, once made, once established, being rewritten/re-established post factum, though, on the same playthrough.
"Choices have consequences". When one's life is controlled by beings who live outside the flow of time, time-travelling via "save game/load game" is not a thing one can use to solve one's choices anymore.
 


Save game/load game has made choices in video games rather meaningless if they can be instantly undone.
I want to bring some sparkof emotion, make the player's heart race a bit faster on a hard choice, knowing that it has a little bit of permanence to it.
The consequence itself is really minimal in the grand scheme of things, as starting a new playthrough (if one finds a certain choice they made too displeasing to the point they cannot live with it),  is hardly world-ending, but it is *something*.
 

 


Doesn't mean that someone can't be turning saveflow off, at any time, ( or never turn it on), and just use the mod to see cheeks clapped, without any additional depth or stake in it.
Just that when they want to play the story properly, as designed,  and get to the true ending,  this is likely to be a thing.

Edited by MSM_Alice
Posted
3 hours ago, MSM_Alice said:

Question:


One of the more special things that I want to eventually be part of this mod's story mode,  is the weight and "permanence" of the "corruption" choices made once a bimbo playthrough is started, and how one cannot save-scum their way through it (if the save-flow system is on). 


For instance, if the player keeps their virginity, and then they find a quest that has a "lose virginity" quick-solution, once that " lose virginity" choice is made, I'd rather have it be the "canon" choice for that specific playthrough.  That means, if the player solved that quest by losing their virginity in the process, then loads an earlier save, then they are still a virgin (potentially do a different solve), the tribunal should still insist on recording that that particular player solved that one via giving their virginity away, and not let the player deviate from that choice anymore on that specific playthrough. 
So, any time another save would be loaded, they will either lock those choices in, or reapply those "lost virginity" events on the player during a Tribunal judgement session.

But I wonder, should that "anti save scum correction" go both ways, or should it lean towards "the most depraved solution you picked, on any attempt, is now the canon solution for that character"? 

Specifically, player is a virgin, and when the opportunity came about, they chose not to give away their virginity and found a different solution. 
Then they load an older save, and want to see what would have happened had they given that virginity away and solved the quest that way (without a new playthrough).  So they do that.  Should the tribunal now consider that  " You know what? Curiosity killed the cat, this depraved take is now your canon choice," and consider forever that the player did give their virginity away for that quest?
 

 

What do you feel is more... appropriate?

While playing with this mod, I roleplay as a specific character and make choices based on that. Yet sometimes I can make a certain choice first, then make a save and explore different options, but after that I load that save and continue with my first choice. So in my opinion, save-flow should consider 1st choice as the canon solution for the character or have several options (1st choice and the most depraved one). But I would go with the 1st one.

Posted (edited)
10 minutes ago, JonathanDoering said:

Is there a reason why I can't use zen, harmony and courage anymore but I can use joy? Even though I used all except zen previously and have all of them opened.

Maybe a bug?
Is this an upgraded playthrough from an older version, or what is the context?

If I know the context, I can suggest a fix.

Do you see them in the menu, but they don't work once selected?
Or you don't see them in the menu anymore?


Was this after a certain upgrade? Is this a new playthrough, in story mode?
If so, you need to unlock them one by one as the story progresses.
 

Once acquired, there should be no way to "lose" them, aside from a bug.

Edited by MSM_Alice
Posted
41 minutes ago, MSM_Alice said:

The point is being able to deliver an experience that is more memorable, something more than "see cheeks clapped" on the screen.
This is in no way getting in the way of establishing the lore for that character in any way, as when the choices come, you are free to make the choice, whichever it may be, the first time in your playthrough.
I do have a problem with that choice, once made, once established, being rewritten/re-established post factum, though, on the same playthrough.
"Choices have consequences". When one's life is controlled by beings who live outside the flow of time, time-travelling via "save game/load game" is not a thing one can use to solve one's choices anymore.
 


Save game/load game has made choices in video games rather meaningless if they can be instantly undone.
I want to bring some sparkof emotion, make the player's heart race a bit faster on a hard choice, knowing that it has a little bit of permanence to it.
The consequence itself is really minimal in the grand scheme of things, as starting a new playthrough (if one finds a certain choice they made too displeasing to the point they cannot live with it),  is hardly world-ending, but it is *something*.
 

 


Doesn't mean that someone can't be turning saveflow off, at any time, ( or never turn it on), and just use the mod to see cheeks clapped, without any additional depth or stake in it.
Just that when they want to play the story properly, as designed,  and get to the true ending,  this is likely to be a thing.

I dont think it will make it a more memorable experience other than the player being annoyed if it isnt stated upfront and outright. Even games that have choices that matter that have been huge like bg3 you can still go back and change choices and people think no less of the game because its their choice and they didnt have to be forced to keep it. I understand where youre coming from but within the framework of a fallout or any bethesda game mod it doesnt really work because of the save system itself. Games that do have this perm choices matter use hard saves that you cant go back at all you cant do that here. So i'd recommended just explaining in the mod start popups the goal of saveflow and how it is your intended experience of the the mod and its the only way to get the true ending.

Posted (edited)

I upgraded this playthough several times. It was started on April 26. I have them in a menu, but when I click them, menu just closes and opens again, and nothing happens. Joy is working fine though. Sadly I don't know after which update they bugged. I got them through story mode the normal way and there was a terrace zen cutscene. So I guess everything is fine with that. Console shows msma_zen_unlocked = 1.00. Main quest stage is 775.

Edited by JonathanDoering
Posted (edited)
45 minutes ago, hiono said:

I dont think it will make it a more memorable experience other than the player being annoyed if it isnt stated upfront and outright. Even games that have choices that matter that have been huge like bg3 you can still go back and change choices and people think no less of the game because its their choice and they didnt have to be forced to keep it. I understand where youre coming from but within the framework of a fallout or any bethesda game mod it doesnt really work because of the save system itself. Games that do have this perm choices matter use hard saves that you cant go back at all you cant do that here. So i'd recommended just explaining in the mod start popups the goal of saveflow and how it is your intended experience of the the mod and its the only way to get the true ending.

Of course, once it's done, for sure the explanation will be there at the start of the story mode. 

People will be able to choose, 

- start with the version of the story that has the saveflow system on (those who jive with it and seek a more unusual experience),  or
- the version of the story that is without saveflow (those who do not jive with it, and just want the usual/typical video game experience).
Nothing wrong with either, and I agree it needs to be communicated at the start. 

It likely will also have a "toggle off" button, so it can be toggled off at any time during the story if annoying, so people can move from one story track to the other, less demanding track.
But it will not have a "toggle back on, mid-story"  button. Once set to off, it is forever off for that playthrough.
Like those games where you can lower the difficulty setting mid-campaign, but you cannot raise it.




Indeed, I think BG3 is less exciting for allowing one to save-scum and thus reroll the dice rolls however many times. 
And of course, there are those who do not do this out of priciple, and those people do not need to have the "consequences have meaning" message repeated to them,  they already know that.

Those who would need to hear this message, though, are precisely people who would be tempted to reload a save X times just ot get that perfect roll, get that ideal choice  in ,  as they cannot accept moving forward in an imperfect choice paradigm. This is why I endeavoured to build this system :). The wisdom of "Sometimes it is okay to own up to having made a bad choice, and moving forward and adapting to this new reality, dealing with the regret, without seeking perfection, " cannot be imparted if the compulsion to reload until all choices are "perfect" is there. 

 

Edited by MSM_Alice
Posted
14 minutes ago, JonathanDoering said:

I upgraded this playthough several times. It was started on April 26. I have them in a menu, but when I click them, menu just closes and opens again, and nothing happens. Joy is working fine though. Sadly I don't know after which update they bugged. I got them through story mode the normal way and there was a terrace zen cutscene. So I guess everything is fine with that. Console shows msma_zen_unlocked = 1.00. Main quest stage is 775.

Hmm.... 

IS there a possibility to provide a papyrus log captured from such a session?

 

Posted (edited)
5 minutes ago, JonathanDoering said:

Yes, I clicked all of them several times.

Okay, so it didn;t get to any log-able events; the error is upstream of that. 

Can you also grab a screenshot of the selection menu?

Edited by MSM_Alice
Posted (edited)
9 minutes ago, JonathanDoering said:

Yes, I clicked all of them several times.

Is your character wearing a vaginal plug?  Or are you in a restraining suit of any kind?
If yes, can you try removing it?

Edited by MSM_Alice

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