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Posted (edited)

On a side note, while working on all this music functionality, I have heard quite a few from the old songs from last summer, that weren't getting much airtime, at least in my play-throughs. 
In comparison with the latest, I found some of those created last summer to be rather crude (not all, some of them hold up).
I might have to redo some of the old songs. 

Edited by MSM_Alice
Posted
2 minutes ago, MSM_Alice said:

On a side note, while working on allthis this music functionality, I have heard quite a few from the old songs from last summer, that weren't getting much airtime at least in my play-throughs. 
In comparison with the latest, I found some of those created last summer to be rather crude (not all, some of them hold up).
I might have to redo some of the old songs. 

Love all the versions of Queen of Hearts you did recently :)

Posted

Patch 1.104 - Fixed the pause menu music not being more varied  (the menu-themed specific ones were supposed to be mandatory play just the first time, at the start, not every single time).  Also fixed the special one-time SJ song not playing after departing Marina's terrace after returning from Concord and getting Harmony. 

Posted

On the latest version I am getting stuck when getting back from sanctuary to Marina to receive Zen. When Marina calls the protagonist on the roof to talk the dialogue starts but when the dialogue shows I cannot select any of the options. I have the prelude version.

Posted
20 minutes ago, poporaltemporal said:

On the latest version I am getting stuck when getting back from sanctuary to Marina to receive Zen. When Marina calls the protagonist on the roof to talk the dialogue starts but when the dialogue shows I cannot select any of the options. I have the prelude version.

If you are getting a wait icon or just in general i would try going toggling the pov so 1st to 3rd then back or the reverse thats fixed it for me.

Posted
2 hours ago, poporaltemporal said:

On the latest version I am getting stuck when getting back from sanctuary to Marina to receive Zen. When Marina calls the protagonist on the roof to talk the dialogue starts but when the dialogue shows I cannot select any of the options. I have the prelude version.

 

1 hour ago, hiono said:

If you are getting a wait icon or just in general i would try going toggling the pov so 1st to 3rd then back or the reverse thats fixed it for me.

You can also enter VATS and exit to kickstart whatever it was that was hung up.

Posted (edited)
6 hours ago, poporaltemporal said:

On the latest version I am getting stuck when getting back from sanctuary to Marina to receive Zen. When Marina calls the protagonist on the roof to talk the dialogue starts but when the dialogue shows I cannot select any of the options. I have the prelude version.


Hmm.. is it this bug by any chance: [FO4] XDI Stuck Dialogue menu bug solution (Solved) : r/FalloutMods ?
 

 

"when this occurs simply enter "hidemenu dialoguemenu" in the console, aim away and then back towards the npc talking to you, and it should work properly again."


Aside the above, if it is the XDI bug when the options cannot be selected, you can also try playing that section without XDI and seeing if the vanilla dialogue selector works better. 

Edited by MSM_Alice
Posted
11 hours ago, MSM_Alice said:


Hmm.. is it this bug by any chance: [FO4] XDI Stuck Dialogue menu bug solution (Solved) : r/FalloutMods ?
 

 

"when this occurs simply enter "hidemenu dialoguemenu" in the console, aim away and then back towards the npc talking to you, and it should work properly again."


Aside the above, if it is the XDI bug when the options cannot be selected, you can also try playing that section without XDI and seeing if the vanilla dialogue selector works better. 

Probably. I played for many hours though and this was the first dialogue this bug repeated. I got over it weird way. I had save in the dialogue and I reloaded and when I loaded the game again it fixed. I will try the fix though.

Posted

One other thing. I play the Nuka ride mod now and MSMA sex fight does not really work very well with it. You can stun actors that connect to continued AAF scenes etc. I guess the stun really is functioning in the sex fight when you fuck actually hostile NPC. So you could perhaps check if the NPC "needs to be stunned" simply by checking if its hostile?

I think the sex fight mechanism itself is nice but I am bit torn about the kill and stun mechanics. I think my character is now on bimbo level 3 so I have not yet seen everything but rather had it so that the NPCs would simply get "soft spot" for the good fuck instead and you could then more easily sneak kill or something the NPC.

I think the stun is _ok_ but the way the actors just become sticks is odd. Couldnt you force the NPC on some defeat loop animation for the duration? Then it would be like he would be completely exhausted by the fuck?

Posted

I had difficulty to understand where the found dildoes were accessed. Its under menu selection which is not easily found. Could you consider either:
- putting them in better sub category in the existing menu
- give key bind to call just the dildo menu or favorite dildo or something?
- change them to be "aid" items which you would use -- I understand that this has difficulties for all the variety of effect but you could perhaps combine them with the sex fight aka you would sex fight the dildo to not get bad effect? Duration could be defined by just interrupting the animation?

Posted (edited)
29 minutes ago, poporaltemporal said:

One other thing. I play the Nuka ride mod now and MSMA sex fight does not really work very well with it. You can stun actors that connect to continued AAF scenes etc. I guess the stun really is functioning in the sex fight when you fuck actually hostile NPC. So you could perhaps check if the NPC "needs to be stunned" simply by checking if its hostile?

I think the sex fight mechanism itself is nice but I am bit torn about the kill and stun mechanics. I think my character is now on bimbo level 3 so I have not yet seen everything but rather had it so that the NPCs would simply get "soft spot" for the good fuck instead and you could then more easily sneak kill or something the NPC.

I think the stun is _ok_ but the way the actors just become sticks is odd. Couldnt you force the NPC on some defeat loop animation for the duration? Then it would be like he would be completely exhausted by the fuck?

There is no perfect automatic determination, but you have hotkeys in the MSMa MCM to toggle and suppress the stun/frenzy/death outcome, even mid-scene. 

It is meant specifically for a quest NPC or infiltration.

Is there a reason you do not want to use them, or did you simply not know about it? 

image.thumb.png.1fac09973dec510cdef6cf99fcfc4b58.png

Edited by MSM_Alice
Posted (edited)
57 minutes ago, poporaltemporal said:

I had difficulty to understand where the found dildoes were accessed. Its under menu selection which is not easily found. Could you consider either:
- putting them in better sub category in the existing menu
- give key bind to call just the dildo menu or favorite dildo or something?
- change them to be "aid" items which you would use -- I understand that this has difficulties for all the variety of effect but you could perhaps combine them with the sex fight aka you would sex fight the dildo to not get bad effect? Duration could be defined by just interrupting the animation?


Will think about these
It seems you are not aware of the possible outcomes like paralysis, frenzy death, or the more friendly "daze", and you haven't read the descriptions or help files on how each is different and how to get each of them to occur, and not the others, and would prefer that decision to be made automatically for you.


Maybe some punish auto-determination based on the actor could be made, but: 

  • There could be quest stories where you would be required to disable a "Friendly" actor
  • There are situations where "not hostile" does not mean you don't want to disable them, like RSE abductions.


So far, I think allowing the player to make a bespoke decision on a case-by-case basis is best via that toggle button.
It is difficult, if not impossible, to automatically guess what would be appropriate, based just on the degree of hostility. 
On the main page, I also have this, in the 3rd-party mod compatibility section:" 

 

"

  • Accidentally killing important NPCs via Sexfight: For third-party mods that have story-critical AAF scenes, with story critical NPCs, for those you probably need to choose to spare the assaulting NPCs in a sex scene, if the third-party mod you are playing is not MSMA aware, and has no proper way of dealing with the possibility of them being dead, paralyzed, or frenzied at the end of the AAF scene.
    • Unless these third party mods that start their story critical sex scenes have coded in a contingency in their scripting,  (a way to either handle the case where the participating NPCs would be incapacitated via sex or some external attack,  OR to use the MSMA integration global variables,  that MSMA exposes to other mods if they want to remotely/externally disable the Player's SexFight "powers", and stop the player from being able to kill/punish certain NPC via sex in its key scenes), then it makes sense incapacitating that mod's actors/ NPC via sex is an unexpected outcome for that mod, and might break the flow of said mod.
    • Fortunately, MSMA has a hotkey that allows you to suppress SexFight punishment for NPCs, even mid-way through a SexFight scene, if you want to. That hotkey is called "Emergency Nullify SexFight Punishments". Remember to set it in the MSMA MCM menu, hotkey page.

"

I mean, surely killing or disabling an NPC during a quest is problematic, that is true whether that is done by sexfight or by items,  mines, grenades//weapons.
For both, you can choose not to kill them/ not to disable them via sexfight,  just as you can choose not to shoot them with your weapon.
Then things will work okay.


 

The reason the dildoes are not aid-type items in your inventory is that I wanted them to be more like abilities that you can alway use (once unlocked), and not items that can be taken away from you by a mod that strips the player of their belongings.
Will think about this.
For sure, I can put a  [Dildos] Tag on that menu item.

I am not too keen on enabling sex fight challenges with dildos, since the entire sexfight premise is about nanites that produce effects in your prter's pleasure centers/minds, altering their pleasure and their thoughts. In extremis, that might apply to robots since they have artificial brains, but for dildos I'm not really sure...

 

Edited by MSM_Alice
Posted
42 minutes ago, MSM_Alice said:


Will think about these
It seems you are not aware of the possible outcomes like paralysis, frenzy death, or the more friendly "daze", and you haven't read the descriptions or help files on how each is different and how to get each of them to occur, and not the others, and would prefer that decision to be made automatically for you.


Maybe some punish auto-determination based on the actor could be made, but: 

  • There could be quest stories where you would be required to disable a "Friendly" actor
  • There are situations where "not hostile" does not mean you don't want to disable them, like RSE abductions.


So far, I think allowing the player to make a bespoke decision on a case-by-case basis is best via that toggle button.
It is difficult, if not impossible, to automatically guess what would be appropriate, based just on the degree of hostility. 
On the main page, I also have this, in the 3rd-party mod compatibility section:" 

 

"

  • Accidentally killing important NPCs via Sexfight: For third-party mods that have story-critical AAF scenes, with story critical NPCs, for those you probably need to choose to spare the assaulting NPCs in a sex scene, if the third-party mod you are playing is not MSMA aware, and has no proper way of dealing with the possibility of them being dead, paralyzed, or frenzied at the end of the AAF scene.
    • Unless these third party mods that start their story critical sex scenes have coded in a contingency in their scripting,  (a way to either handle the case where the participating NPCs would be incapacitated via sex or some external attack,  OR to use the MSMA integration global variables,  that MSMA exposes to other mods if they want to remotely/externally disable the Player's SexFight "powers", and stop the player from being able to kill/punish certain NPC via sex in its key scenes), then it makes sense incapacitating that mod's actors/ NPC via sex is an unexpected outcome for that mod, and might break the flow of said mod.
    • Fortunately, MSMA has a hotkey that allows you to suppress SexFight punishment for NPCs, even mid-way through a SexFight scene, if you want to. That hotkey is called "Emergency Nullify SexFight Punishments". Remember to set it in the MSMA MCM menu, hotkey page.

"

 

The reason the dildoes are not aid-type items in your inventory is that I wanted them to be more like abilities that you can alway use (once unlocked), and not items that can be taken away from you by a mod that strips the player of their belongings.
Will think about this.
For sure, I can put a  [Dildos] Tag on that menu item.

I am not too keen on enabling sex fight challenges with dildos, since the entire sexfight premise is about nanites that produce effects in your prter's pleasure centers/minds, altering their pleasure and their thoughts. In extremis, that might apply to robots since they have artificial brains, but for dildos I'm not really sure...

 

I think the entire reason they are where they are (very easy access in the implant menu) is that you cant use them quickly (i.e. just spam a hotkey).   People just don't just hop on giant dildos in the middle of a city or town and not expect people to notice.   Using it in the wasteland is even more problematic as the moans and such will draw unwanted attention that very likely will end up being combat.   You don't fight the dildos....they are there to help you.  

 

I know its being nice - but people really need to read more.   Front page explains most of it - the MCM has explanations on each item.   The great thing is this mod is so configurable to match what you want out of it, the bad thing for some people is it requires them to have to configure it (and read what the things do if they are new)

Posted
2 hours ago, MSM_Alice said:

There is no perfect automatic determination, but you have hotkeys in the MSMa MCM to toggle and suppress the stun/frenzy/death outcome, even mid-scene. 

It is meant specifically for a quest NPC or infiltration.

Is there a reason you do not want to use them, or did you simply not know about it? 

image.thumb.png.1fac09973dec510cdef6cf99fcfc4b58.png


Thanks tried to look things up but the post is humongous and when you first install the mod its not obvious what you do especially when the negative effects get introduced at level 1-2? Anyhow thank you for this I will toggle it off because I am not fan of the whole mechanic. 

Posted (edited)

Changelog 1.105 ( on main page)
Upgrade mid-playthrough is fine.

 

  • Increased the default probability to find Viggo trinkets ( on a new game, for games already started it can be adjusted in the MCM).
  • Increased effects of melee attacks on the disarm chance.
  • Changed Implant menu item names to make it clearer which is the section uses the four dildos. @poporaltemporal
  • Corrected a non-critical flow bug with Viggo's training. Players who would get themselves qualified for the training via the most tame route  (mileage for anal sex),  were being put through the big first-time conversation and made to say yes to wanting to help with training every single time, instead of doing that just first time, then going through the shortened dialogue for "resume training", like normal. Corrected now. 
Edited by MSM_Alice
Posted (edited)
2 hours ago, poporaltemporal said:


Thanks tried to look things up but the post is humongous and when you first install the mod its not obvious what you do especially when the negative effects get introduced at level 1-2? Anyhow thank you for this I will toggle it off because I am not fan of the whole mechanic. 

Ok.

 

Only death is introduced at level 2.
Frenzy, paralysis or daze are there starting with level 0.

If you want to toggle off the sexfight mechanic alltogether, keep in mind that the on/off toggle off for the whole sexfight mechanic (so you never have to answer challenges) is elsewhere (in the menu, Sexfight section: Toggle sexfight off completely). 

This punishment suppression hotkey toggle that was pointed out to you does not toggle off the sexfight mechanic; it merely adjusts how much "punish" applies or not to the enemies. (if they are killed, paralyzed, frenzied, or merely dazed, just so you can infiltrate or loot). 

Edited by MSM_Alice
Posted (edited)

On a side note,  with the new "remember the teachings " mechanic I  was able to complete Viggo's training, and get on the main story  to after Fort Hagen/ killing Kellogg while still being bimbo level 2. That included two visits to bimbo limbo, too, and playing with Fallout4  mods that put extra-levelled enemies on the map. 

Took 3 de-bimbo school visits,  total  (one free, two paid) 
The two level-ups themselves were deliberately done by asking QOH to give me two "virtuous bimbo level-ups"  at the very start of the game.

Edited by MSM_Alice
Posted

hello does viggo actually clear the settlement or he just clear the quest? i got quest for sunshine tidings and waited fot viggo to finish it, when his done i go straight there to make settlement but the lingering zombie and radroach was still there.

Posted (edited)
12 hours ago, woodrealmelf said:

hello does viggo actually clear the settlement or he just clear the quest? i got quest for sunshine tidings and waited fot viggo to finish it, when his done i go straight there to make settlement but the lingering zombie and radroach was still there.

Just the correct minimum needed so you can use the settlement/Workshop (no actual killing). 
If there is a kidnapping, he does bring the kidnapped person back, but does not clear the dungeon where it was held.


He also does not actually set up radio beacons; he just completed the quest that requires it. 
Lore-wise, you can consider them built but taken apart/destroyed by scavvers a few minutes after, since they were undefended.

Edited by MSM_Alice
Posted (edited)

High-level bimbo corruption tracks
 

 

Running Hot V1 (latino tinge)

 

Running Hot V2 (alt hip hop tinge - might be a bit partial to this one)

 

Running Hot V3 (rap rave tinge)


 

See also v4 and v5 : https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/173/#findComment-7318882

Edited by MSM_Alice
Posted (edited)

New version, correcting two issues.

I had lowered the priority for the dialogue for loss of control due to craving, and now they would never fire as it was always lower priority than even the idle lines.
Here it is restored. 
Also, there was still an optional line with Viggo that the player could pick and have Viggo do missions for free, based on a faulty " I owe you a free mission" check, once his training was completed.  Corrected now. 


Edit: also now on the main page, 


 

 

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

May I ask, what is the "CHAK" in the MCM 3rd party mods load validation page? Didn't see its name in your mod dependencies list.

Thank you for asking this. 
I have remedied that. 
Apparently, I had mentioned needing it in the changelog, back when it was added, but had forgotten to also mention it in the main page prerequisite list. 

C.H.A.K. Animation Pack at Fallout 4 Nexus - Mods and community - for non sexual intimacy animations.

Edited by MSM_Alice
Posted (edited)

This is my first try at this mod, so there will be a lot more questions coming up. 

The first being that, I seem to be stuck with the quest called Joyride. I went through device-> adjust problematic sex attributes stats-> joy, the quest pops up and doesn't really tells me to do anything. What is expected of me to do from there on? Is there a button I should press or what.

 

20260611211444_1.jpg

Edited by Anarferhandt
adding a screenshot

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