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Posted (edited)
31 minutes ago, MSM_Alice said:

If 1.0723 loaded properly, then it is clear what  the culprit is/was,

I was using  FPFP_Player_Script  type from fpe as a script type defined in my own script, and if that was NOT present in the game files, the script referencing it fails to dynamically link at runtime.

Basically, my implementation was making the FPE mod ( possibly even the specific branch of FPE I was using)  a hard prerequisite for MSMA.

 

 

I will think about other ways of doing things so I don't have to use that script type used like that, maybe use an interface script that can not load without being critical
Right now, the main MCM script was holding the FPE integration functions, and if that script failed because of the needed FPE version absent,  then nothing started, which is precisely what you were experiencing. 
 

Ah, that explains it!

I have no interest in Family Planning and have not ever downloaded it!

I wouldn't mind something like Skyrims Fill her up mod, though.

 

Keep up the good work, it is appreciated. My reports are just reports, and I hope they don't across as complaining.

Edited by judge007
Arrgh! I hate autocomplete.
Posted
25 minutes ago, judge007 said:

Ah, that explains it!

I have no interest in Family Planning and have not ever downloaded it!

I wouldn't mind something like Skyrims Fill her up mod, though.

 

Keep up the good work, it is appreciated. My reports are just reports, and I hope they don't across as complaining.

This report was very important,  without it I would have realised only much later that I had accidentally created an unintended hard dependency with the FPE support.

Posted
3 hours ago, MSM_Alice said:

If 1.0723 loaded properly, then it is clear what  the culprit is/was,

I was using  FPFP_Player_Script  type from fpe as a script type defined in my own script, and if that was NOT present in the game files, the script referencing it fails to dynamically link at runtime.

Basically, my implementation was making the FPE mod ( possibly even the specific branch of FPE I was using)  a hard prerequisite for MSMA.

 

I rolled the feature back to remove the dependency. 
 

I will think about other ways of doing things so I don't have to use that script type used like that, maybe use an interface script that can not load without being critical
Right now, the main MCM script was holding the FPE integration functions, and if that script failed because of the needed FPE version absent,  then nothing started, which is precisely what you were experiencing. 
 

I started a new game on 721, but upgraded to 722 right after (was done pre building Sanctuary when this patch came out) and was heading to concord, no issues on either so far.   I might be a new start bug that fails to initialize during to vault>elevtor>outside

Posted (edited)
9 hours ago, Mimirue17 said:

I started a new game on 721, but upgraded to 722 right after (was done pre building Sanctuary when this patch came out) and was heading to concord, no issues on either so far.   I might be a new start bug that fails to initialize during to vault>elevtor>outside

It is a confirmed thing, the MCM script won't work right on 1.0722 if you do not have FPE on your system.  If you have FPE then odds are it is okay. 
1.0725 addresses that dependency.

Edited by MSM_Alice
Posted (edited)

Updated version that brings back FPE pregnancy management support,  without making FPE a hard requirement. (in a way that won't break the mod's startup if the FPE mod is missing).

See 1.0725 below
Should work with both versions of the FPE Mod,  EgoBallistic's older version and the newer Redux. 

 

Edited by MSM_Alice
Posted
6 hours ago, MSM_Alice said:

Updated version that brings back FPE pregnancy management support,  without making FPE a hard requirement. (in a way that won't break the mod's startup if the FPE mod is missing).


Should work with both versions of the FPE Mod,  EgoBallistic's older version and the newer Redux. 

MSMA_Latest_Main_Act1_[In_Development_1_0724].zip 245.56 MB · 1 download

The entire FPE support element, would that explains why every time I load up the game it says Updating to 720 followed by Successful? Every time I get back in, I see those messages.

 

I'll upgrade tomorrow.

Posted (edited)
9 hours ago, msmfoster said:

The entire FPE support element, would that explains why every time I load up the game it says Updating to 720 followed by Successful? Every time I get back in, I see those messages.

 

I'll upgrade tomorrow.

The changes around it.  
I just forgot to set the flag at the end that the update was done, so it keeps doing it on each load. not critical but still needs fixing :)
Here you go, that should settle it (same version is also on the main page): 

 

MSMA_Latest_Main_Act1_[In_Development_1_0725].zip

Edited by MSM_Alice
Posted (edited)

What would you like to see next most? 
 

  • - More events/storytelling occurring at Marina
  • - Marina & Viggo romance line 
  • - The actual  DE-bimbo school and the de-bimbo schoolmarm
  • - Meeting Mister SJ, wherever he might be 
  • - A first iteration of SJ's base
  • - More QOH dialogue
  • - more sexfight complexity
  • - more bimbo solutions for vanilla quest situations
  • - more polish to existing content
  • - more music
Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:

What would you like to see next most? 
 

  • - More events/storytelling occurring at Marina
  • - Marina & Viggo romance line 
  • - The actual  DE-bimbo school and the de-bimbo schoolmarm
  • - Meeting Mister SJ, wherever he might be 
  • - A first iteration of SJ's base
  • - More QOH dialogue
  • - more sexfight complexity
  • - more bimbo solutions for vanilla quest situations
  • - more polish to existing content
  • - more music

My preferences :

More QoH dialogue.

More Bimbo solutions for vanilla quests

More music, you already have lots in reserve for a second archive and referencing them in the .esp

Yes, polishing the existing content

 

Perhaps delaying the other options will allow the base mod to become more stable. Some of the QOH interactions still interfere with current activities in-game.

Even setting things to pop-up only, don't halt  the interference. Nothing game-breaking, mind you. Just annoying to have to back-track in other mods questlines.

 

Just a personal request:

with the dumb Bimbo path, a little salvation. When the dumb Bimbo reaches level 8, have Sexfight become automatic, yah, I know, wishful thinking😉

Posted

I have just started this mod and can't seem to get the tattoos to appear on my hologram preview with Marina. With the exception of the first "Snowbunny" set. I believe I have everything required installed and working but those tattoos will not appear. And only one outfit option is available as well. Am I missing something? I do have a the Unfair skin mod installed so that might be messing with the preview putting new tattoos on? Any ideas would be great thanks.

 

Also, I like the idea of vanilla quests being given bimbo solutions. I see there is some sanctuary stuff with MSMA resolutions and I think thatd be cool to have more.

Posted
2 hours ago, BrianThornton648 said:

I have just started this mod and can't seem to get the tattoos to appear on my hologram preview with Marina. With the exception of the first "Snowbunny" set. I believe I have everything required installed and working but those tattoos will not appear. And only one outfit option is available as well. Am I missing something? I do have a the Unfair skin mod installed so that might be messing with the preview putting new tattoos on? Any ideas would be great thanks.

 

Also, I like the idea of vanilla quests being given bimbo solutions. I see there is some sanctuary stuff with MSMA resolutions and I think thatd be cool to have more.

I think most of the tattoo sets rely on Nuka Ride being installed. I have a specific profile for playing only NR and another for normal Commonwealth playthrough, so one workaround is to put one "empty" tattoo set just for the gameplay, and then I just put tattoos that I like on my PC from Looks menu.

Posted
5 hours ago, judge007 said:

 

Just a personal request:

with the dumb Bimbo path, a little salvation. When the dumb Bimbo reaches level 8, have Sexfight become automatic, yah, I know, wishful thinking😉

So basically, don't disable the ultimate skill at level 7 >? ( like i do now).
 

When  you activate the ultimate,  SexFight is essentially automatic, and the ultimate cost (increase CVT) is meaningless at level 7.,  so you can activate it on each fight at that point.

Posted (edited)
11 hours ago, BrianThornton648 said:

I have just started this mod and can't seem to get the tattoos to appear on my hologram preview with Marina. With the exception of the first "Snowbunny" set. I believe I have everything required installed and working but those tattoos will not appear. And only one outfit option is available as well. Am I missing something? I do have a the Unfair skin mod installed so that might be messing with the preview putting new tattoos on? Any ideas would be great thanks.

 

Also, I like the idea of vanilla quests being given bimbo solutions. I see there is some sanctuary stuff with MSMA resolutions and I think thatd be cool to have more.


Hello.
Nuka Ride and the clothing item mods mentioned on the first page as required need to be installed BEFORE you start MSMA.
They need to be there at the start, else they don't get initialised as clothing options at  Marina.


There is a debug button to reinitialise item arrays that attempts to do a late initialisation for clothing, but that is not ideal, and that might not sort out the tattoo sets. Most tattoo sets do still depend on NR.
Maybe I should create some custom overlays too, I've gotten so accustomed to playing with NR installed, as not having it is almost unfathomable for me :D.

Edited by MSM_Alice
Posted

hello would like to ask if there is future feature regarding tattoos? on the initial intro when arriving to concord QoH would say about working girls and stuffs tho the key point was surrending right away, was wondering if tattoo acts as if like the raider pet mod? instead of collar, with the number of defacing tattoo maybe more clients? ideally having tattoos on pc with give a certain benefit of some sort like not being hostile to other raiders tho i am not sure if this is possible

 

another thing if failed to answer sexfight would it go a certain outcomes like bound in public / raider pet / adbuction, as its already integrated on violate mod? thanks

Posted
11 hours ago, MSM_Alice said:

What would you like to see next most? 
 

  • - More events/storytelling occurring at Marina
  • - Marina & Viggo romance line 
  • - The actual  DE-bimbo school and the de-bimbo schoolmarm
  • - Meeting Mister SJ, wherever he might be 
  • - A first iteration of SJ's base
  • - More QOH dialogue
  • - more sexfight complexity
  • - more bimbo solutions for vanilla quest situations
  • - more polish to existing content
  • - more music

 

There are two main way to play the mod : either use the power it gives in sexfight and reach high level bimbo, or deny you are a bimbo and fight the implant, by avoiding sex and using de-bimbo when you were forced to surrender to strong enemies. (Note I play with 'more enemies' and various enhanced faction, so when Nora fight SM, it's often 20 of them largely stronger than vanilla, so attacking them often end up with a bimbo level-up)

 

I have the feeling that the second way, is a bit less rewarded than the first. I mean, when you succeed at clearing a strong base without sex, you could receive some things to help in avoiding sexfight.

 

So I would like to see what is the de-bimbo school, and who is Mister SJ and his base.

 

 

Posted
42 minutes ago, woodrealmelf said:

and hello ive been recieving a error

image.png.ff3d28358ab62c6236b2a1373c522194.png

That is due to missing Animation Packs, it basically can not find an animation to fit what was called.   Make sure to check out the 'F'n Manual' and install as many packs as you can handle to make sure you have enough to cover almost any situation.

Posted
2 hours ago, woodrealmelf said:

hello would like to ask if there is future feature regarding tattoos? on the initial intro when arriving to concord QoH would say about working girls and stuffs tho the key point was surrending right away, was wondering if tattoo acts as if like the raider pet mod? instead of collar, with the number of defacing tattoo maybe more clients? ideally having tattoos on pc with give a certain benefit of some sort like not being hostile to other raiders tho i am not sure if this is possible

 

another thing if failed to answer sexfight would it go a certain outcomes like bound in public / raider pet / adbuction, as its already integrated on violate mod? thanks

There are a few current features and gameplay effects regarding tattoos. But only the ones applied at Marina, or by the enemies using the silly/depraved tattoos module in MSMA, count for that purpose. 

Posted
2 hours ago, woodrealmelf said:

hello would like to ask if there is future feature regarding tattoos? on the initial intro when arriving to concord QoH would say about working girls and stuffs tho the key point was surrending right away, was wondering if tattoo acts as if like the raider pet mod? instead of collar, with the number of defacing tattoo maybe more clients? ideally having tattoos on pc with give a certain benefit of some sort like not being hostile to other raiders tho i am not sure if this is possible

 

another thing if failed to answer sexfight would it go a certain outcomes like bound in public / raider pet / adbuction, as its already integrated on violate mod? thanks

There are a few current features and gameplay effects regarding tattoos. But only the ones applied at Marina, or by the enemies using the silly/depraved tattoos module in MSMA, count for that purpose. 

Posted (edited)
1 hour ago, krighaur said:

 

There are two main way to play the mod : either use the power it gives in sexfight and reach high level bimbo, or deny you are a bimbo and fight the implant, by avoiding sex and using de-bimbo when you were forced to surrender to strong enemies. (Note I play with 'more enemies' and various enhanced faction, so when Nora fight SM, it's often 20 of them largely stronger than vanilla, so attacking them often end up with a bimbo level-up)

 

I have the feeling that the second way, is a bit less rewarded than the first. I mean, when you succeed at clearing a strong base without sex, you could receive some things to help in avoiding sexfight.

 

So I would like to see what is the de-bimbo school, and who is Mister SJ and his base.

 

 

There is a way to also a middleground, do infiltrations, and even non sex infiltrations with the animations from C.H.A.K. :) ( you do need some key skills from the Not A bimbo specilist track and Bimbo Agent specialist track for that to work well, butif you have them, there are options, for instance, the agent can initiate an infiltration without first doing a Violate surrender, if stealthy enough. ) 

 

And yes 20  supermutants would ba a... significant...  line-up no matter how one looks at it :)

Edited by MSM_Alice
Posted

How is Viggo alternate to trinket supposed to start ?

 

I play on 1.0722, Viggo has done the abernathy quest (I got it because abernathy was the first place I visited) to compensate what he did with the control device.

 

I also got Bimbo lvl 1 (being defeated by ghouls)

 

Now Preston has given the Tenpines buff quest. When I ask Viggo he asks for trinket. I insisted and asked him 4 times, each time with the same response 'I want trinkets'

Posted
55 minutes ago, krighaur said:

How is Viggo alternate to trinket supposed to start ?

 

I play on 1.0722, Viggo has done the abernathy quest (I got it because abernathy was the first place I visited) to compensate what he did with the control device.

 

I also got Bimbo lvl 1 (being defeated by ghouls)

 

Now Preston has given the Tenpines buff quest. When I ask Viggo he asks for trinket. I insisted and asked him 4 times, each time with the same response 'I want trinkets'

What are the 4 response options you have after he says that? 

Posted (edited)
1 hour ago, krighaur said:

How is Viggo alternate to trinket supposed to start ?

 

I play on 1.0722, Viggo has done the abernathy quest (I got it because abernathy was the first place I visited) to compensate what he did with the control device.

 

I also got Bimbo lvl 1 (being defeated by ghouls)

 

Now Preston has given the Tenpines buff quest. When I ask Viggo he asks for trinket. I insisted and asked him 4 times, each time with the same response 'I want trinkets'

Actually, you might have discovered a flow bug where the non-trinket path never opens up, by bypassing Preston on that first quest and already having the Abernathy quest before Tenpines Bluff.


In the" normal" flow :
Preston is supposed  to give you the Tenpines Bluff quest ( |The first Steps" )  and intro Viggo
2. Viggo is supposed to go to Tenpines as compensation for what he did with the device. 
3. procedural stuff oughta pick up from there.

 

 


I might have forgotten I actually built separate, alternate entry points for Viggo,  separated from intro from Preston, if you just go to a settlement out of your own accord (other than Tenpines Bluff) before talking to Preston, get started on "The first steps". 
And that path is not fully mapped out, and I think that is what you are experiencing..

 

What if you do the tenpine bluff the old-fashioned way, get named general by Preston, and come back to Viggo? Does he get unstuck?

Edited by MSM_Alice
Posted

After Sanctuary and Codsworth, before going to concord I went to Abernathy (I have Nora spouse companion and wanted to take her)

 

Received Abernathy locket quest

 

Went to concord, saved the guys, returned to Marina, then Viggo

 

Viggo played with the remote control, then gave it to me, and as compensation resolved Abernathy locket

 

Returned to MArina, gave her the remote control

 

Went to Sanctuary, Preston gave me Tenpines buff

 

Returned to Viggo, no dialog option, he only asks for a trinket

 

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