DarksideTinkerbell Posted June 26 Posted June 26 5 hours ago, fred200 said: I gave up. I started over with a profile that includes Nuka Ride. Starting out from Vault 111 is the way God and Alice intended for this mod to be played. The introductory material is invaluable - and I am seeing parts of Fallout I have not seen in years. Everything seems to be working - and progressing OK so far. Thanks all for all the input! Helpful at any level. I am playing Nuka Ride as well, having a blast, but I really love this mod as well. It is hard going to be the best Bimbo Slut you can be, with Marina so far away, especially if playing the Norita line (I like to think I high jacked Nora's pod and left her for dead way back when, this castaway wanted to live more I swear!!) What would be cool as both kinda work well together is if Marina travels to Nuka Town when you hit a certain Bimbo level with no guidance from her. Afteral she does say she came to 111 as the implant was detected. 1
MSM_Alice Posted June 26 Author Posted June 26 (edited) 4 hours ago, Mimirue17 said: so I might have found my issue with the bio juice, the implant is showing 0 received during a gang bang scene. Here are the cravings, and scene report. Hide contents I had used Codsworth to flood me with Bio Juices from 3 Deathclaw sized dildos last time and it generated 3 gallons of Jizz overall pretty happy with the amount of cravings that I have as a BL 7 and level 55. Not sure if I understand, you mean the "0 amount" issue was one of starting this while already being over capacity, at the moment when you started this? I feel I should try to figure out why the amount there is 0, it seems like there is some error somewhere.. It shouldn't be 0 as far as I can tell. Does not sound right. Were these partners human, or a standard race, or a customized race from a certain mod? Edited June 26 by MSM_Alice
MSM_Alice Posted June 26 Author Posted June 26 56 minutes ago, DarksideTinkerbell said: I am playing Nuka Ride as well, having a blast, but I really love this mod as well. It is hard going to be the best Bimbo Slut you can be, with Marina so far away, especially if playing the Norita line (I like to think I high jacked Nora's pod and left her for dead way back when, this castaway wanted to live more I swear!!) What would be cool as both kinda work well together is if Marina travels to Nuka Town when you hit a certain Bimbo level with no guidance from her. Afteral she does say she came to 111 as the implant was detected. There is that "teleport to marina" functionality in the implant menu. 1
Chubrikone Posted June 26 Posted June 26 On 5/29/2026 at 1:01 PM, MSM_Alice said: Yes, that is the "risk" of going to him via the context menu on the implant, without him having a mission. Thank you for testing that route If you get mindbroken ( unless you are bimbo level 3+ or better 4+ it is almost guaranteed an untrained Viggo will cause mindbreak on the first training session) the player wants to go on (no longer has the dialogue option to stop) If Viggo has a mission to do, he decides to stop and goes on the mission, and you can recover from the mindbreak. But if you go to Viggo without him having a mission to think about, start training with him and get mindbroken, then the consequence to that chain of events is that you end up having to do the entire training chain in a long sequence. So that part was intentional. I did briefly consider putting an exhaustion limit there, but in the end decided against it. Protip/easter egg: if you are low level,, and have slipped into this "vicious spiral" you can sacrifice one bimbo level up ( that is likely to happen anyway after that many mindbroken sessions, so might aswell) and spam-use the Qoh Ultimate skill each time to ensure that the training sequence is completed ~5 times quicker than it would have been otherwise. You also get a boatload of XP this way, siunce Viggo is insanely over leveled,a nd defeating such an enemy in sexfight, even if done via the QOH ultimate skill, still gives you the XP reward in accordance with your level difference. Why MSMA_Status_ViggoOnAMission stays on 0 instead of 1 when you receive a new quest that's the key to his "unavailability". Might be because the minutemen quest monitor was never properly registered on the MSMA mod upgrade, or because the "Who Is the general" mod has perhaps changed the Formid's that need to be monitored. If on a new game ( where ideally save Preston before any other minutemen settlement quest ), things go well, then the problem was the faulty MSMA upgrade (I missed something there), which did not correctly start their monitoring. ,If things do not go well on a new game then the interference is likely from a mod that alters those quests, because it probably messes up their monitoring. Ok, I haven't been playing for a couple of weeks, and now I tried the most recent update and I can confirm, Viggo missions do work as intended with Who is the general installed. I guess when I had the bug, it was because I updated the version after game was started and something didn't initialize correctly 1
Mimirue17 Posted June 26 Posted June 26 (edited) 2 hours ago, MSM_Alice said: Not sure if I understand, you mean the "0 amount" issue was one of starting this while already being over capacity, at the moment when you started this? I feel I should try to figure out why the amount there is 0, it seems like there is some error somewhere.. It shouldn't be 0 as far as I can tell. Does not sound right. Were these partners human, or a standard race, or a customized race from a certain mod? All humans, mixed genders. Have had the same result in the institute with named scientists. All creatures work that I have tested from same mods which would be HR or Visitors. These are none violate scenes, initialized from the AAF ui. Edit: these same scenes qualified for gangebang, anal and dick mileage cravings just all with 0 cum amounts. The scene the reports was from included Piper and Heather and 3 random people from settlement in Sanctuary. Edited June 26 by Mimirue17
MSM_Alice Posted June 26 Author Posted June 26 (edited) 7 hours ago, Mimirue17 said: All humans, mixed genders. Have had the same result in the institute with named scientists. All creatures work that I have tested from same mods which would be HR or Visitors. These are none violate scenes, initialized from the AAF ui. Edit: these same scenes qualified for gangebang, anal and dick mileage cravings just all with 0 cum amounts. The scene the reports was from included Piper and Heather and 3 random people from settlement in Sanctuary. hmmmm.... ok it might have qualified them as same-sex scenes. Will take a deeper look there. Edit: Yes, I can confirm that if the first partner for the player ( from the AAF animation actor array) was male, all other participants in the scene were assumed male, and if the first partner for the player was female, then all the others were considered female as well. Will adjust to each, which is tested independently. Edited June 26 by MSM_Alice 1
MSM_Alice Posted June 26 Author Posted June 26 (edited) New test version ( didn;t get to do a lot of testing myself yet, though) 1.1130 - can be swapped mid MSMA playthrough Corrected a bug with mis-identifying if partners were male or female in gangbang scenes (it was all assumed to align with the first player partner from the actor array; now each actor is tested individually - slightly higher script load though ). Added MCM option to suspend the Auto Scene End behaviour ( the one that by default happens when all enemies are cooked), if relevant cravings that could be soothed in that scene are active. (default off) Added MCM option for the four magic dildos to also be able to soothe cravings for extra large schlong sizes ( especially effective above bimbo level 4) if successfully used (default off) Added MCM option for Fluid-craving bimbos to be able to extract more fluids from partners than is normal (several settings to control this in the MCM) (default off) (default off) https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/179/#findComment-7329502 Edited June 28 by MSM_Alice
DarksideTinkerbell Posted June 27 Posted June 27 14 hours ago, MSM_Alice said: There is that "teleport to marina" functionality in the implant menu. I prolly should clarify what I mean with Marina moving to Nuka World. And thinking on it I may have a useful idea? The first couple levels of Bimbo are sorta of an introduction to Marina and what she can do for you. It provides reason for nanites, and the intro of Viggo, plus the Dildo's. All pretty important elements as a Bimbo progress's. Sure you can cheat it by teleporting to Marina or accessing her services via the implant, but you can't access nanite facilities or get the Dildo's. A fix for the future which incorporates Nuka Ride more efficiently. Would be Marina moves and those quests then become available. (Though thinking now that would not work, please note I have not seen through to the end of Nuka Ride, so while reading material hints at Commonwealth activity and Sanctuary I am clueless what exactly). So the idea; Marina sends Viggo, that way the Nanite scene can be completed for one. Viggo can then offer a roleplay way to take the Bimbo to Marina, maybe the Overboss lends him a Motorbike? (working with the creator of Nuka Ride there could be a whole scene where the Overboss and the PC interact afteral potentially there would be a Super Mutant hanging out in his territory?) Both of you have a fun and humorous approach in your mods. Mind you Viggo doesn't need to hang out he could be on call via the implant, which opens up a way to solve traveling issues anywhere in the Commonwealth, Nuka and Far Harbour then.
Mimirue17 Posted June 27 Posted June 27 3 hours ago, MSM_Alice said: New test version ( didn;t get to do a lot of testing myself yet, though) 1.1130 - can be swapped mid MSMA playthrough Corrected a bug with mis-identifying if partners were male or female in gangbang scenes (it was all assumed to align with the first player partner from the actor array; now each actor is tested individually - slightly higher script load though ). Added MCM option to suspend the Auto Scene End behaviour ( the one that by default happens when all enemies are cooked), if relevant cravings that could be soothed in that scene are active. (default off) Added MCM option for the four magic dildos to also be able to soothe cravings for extra large schlong sizes ( especially effective above bimbo level 4) if successfully used (default off) Added MCM option for Fluid-craving bimbos to be able to extract more fluids from partners than is normal (several settings to control this in the MCM) (default off) (default off) MSMA_Latest_Main_Act1_[In_Development_1_114].zip 44.82 MB · 1 download I will be giving all these features heavy testing tonight! Thanks for the options and the fact it can be left off if not needed (though I would imagine BL 4+ will appreciated it) as this is the fist time I am playing as a BL 7 for extending time.
Mimirue17 Posted June 27 Posted June 27 9 hours ago, MSM_Alice said: New test version ( didn;t get to do a lot of testing myself yet, though) 1.1130 - can be swapped mid MSMA playthrough Corrected a bug with mis-identifying if partners were male or female in gangbang scenes (it was all assumed to align with the first player partner from the actor array; now each actor is tested individually - slightly higher script load though ). Added MCM option to suspend the Auto Scene End behaviour ( the one that by default happens when all enemies are cooked), if relevant cravings that could be soothed in that scene are active. (default off) Added MCM option for the four magic dildos to also be able to soothe cravings for extra large schlong sizes ( especially effective above bimbo level 4) if successfully used (default off) Added MCM option for Fluid-craving bimbos to be able to extract more fluids from partners than is normal (several settings to control this in the MCM) (default off) (default off) MSMA_Latest_Main_Act1_[In_Development_1_114].zip 44.82 MB · 1 download I can confirm that BL7 dildo action counts for Deathclaw size cravings. The fluids seemed much higher though I did not mess with the default amounts so might jack it up real high just to see what happens From what I can tell - the auto end is just turned off - I had a clean cravings screen after a 8 person gangbang (7 male) and it ran for 60 seconds - and town bicyle kicked in and next sex scene did not auto end on flashing red. I had noticed that earlier as well - all cravings covered and started a scene and it also did not auto end. Will keep testing of course.
MSM_Alice Posted June 27 Author Posted June 27 (edited) @Mimirue17 Corrected an important bug related to boosted fluids when fluid craving is active: they weren't happening unless the size of the partner was *greater than* ( not less than) the max size in the MCM. Also added notifications to make it clearer why some things happen when they do (for instance, all cooked but AAF scene not ending because relevant cravings are on that can be aided by a longer scene) Edit 1.116: change text notification to be first person, for consistency, and not to repeat more than once per AAF scene to prevent notification flood. Download deprecated. See more recent version on the thread or on main page. Edited June 29 by MSM_Alice 2
johoo23 Posted June 28 Posted June 28 Hello, I'm having trouble using a dildo in the game. Every time I try to use it, the animation fails to trigger. Instead, I just get a text message saying my character is doing something with it. How can I fix this?
MSM_Alice Posted June 28 Author Posted June 28 (edited) 3 hours ago, johoo23 said: Hello, I'm having trouble using a dildo in the game. Every time I try to use it, the animation fails to trigger. Instead, I just get a text message saying my character is doing something with it. How can I fix this? Make sure the required mods ( listed on the main page) are installed and activated before starting a new MSMA playthrough. 1. If the latest Darthroman's animations mod and Bad dragon mod are installed 2. If you start a new playthrough after that Is the problem still there? Edited June 28 by MSM_Alice
judge007 Posted June 28 Posted June 28 2 hours ago, johoo23 said: Hello, I'm having trouble using a dildo in the game. Every time I try to use it, the animation fails to trigger. Instead, I just get a text message saying my character is doing something with it. How can I fix this? Use an older version of AAF, previous to 1.5
Mimirue17 Posted June 28 Posted June 28 (edited) 50 minutes ago, judge007 said: Use an older version of AAF, previous to 1.5 Animations work on every version of AAF that I have used (1.1, 1.2, 1.5 and 1.7) so not sure its in issue with this. Edit: though regardless of what the AAF discord claims, 1.7 is buggy Edited June 28 by Mimirue17 1
judge007 Posted June 28 Posted June 28 13 minutes ago, Mimirue17 said: Animations work on every version of AAF that I have used (1.1, 1.2, 1.5 and 1.7) so not sure its in issue with this. Strapons, dildos, some bondage gear. Lots of posts in various support threads here and on Discord are reporting the same. Common consensus is that AAF previous to 1.5 work, while 1.5 and later sometimes work, sometimes don't This is all dependent on what version of Fallout 4, LL4Play and AAF are being used. Just more chaos from Bugthesda
judge007 Posted June 28 Posted June 28 51 minutes ago, Mimirue17 said: Animations work on every version of AAF that I have used (1.1, 1.2, 1.5 and 1.7) so not sure its in issue with this. Edit: though regardless of what the AAF discord claims, 1.7 is buggy I feel sorry for dagobaking and the AAF dev team. Everytime they try to release some for the 'final' AE release, more bugs appear, and more mods break. If only Todd would let it "just work" and stop sideways-grading FO4, maybe they could get the job done. 😉
Mimirue17 Posted June 28 Posted June 28 27 minutes ago, judge007 said: I feel sorry for dagobaking and the AAF dev team. Everytime they try to release some for the 'final' AE release, more bugs appear, and more mods break. If only Todd would let it "just work" and stop sideways-grading FO4, maybe they could get the job done. 😉 Ya 1.55 should only be used with game version 163 and 191, though to be honest if on 163 not sure its really needed, like you said 1.1 or 1.2 have been known to be stable for years. I personally have gone to 191 and have had very little issues but only because I wanted to use some creations. If not interested in creations then 163 is the only one you should be using I believe is the consensus. 1
judge007 Posted June 28 Posted June 28 3 minutes ago, Mimirue17 said: Ya 1.55 should only be used with game version 163 and 191, though to be honest if on 163 not sure its really needed, like you said 1.1 or 1.2 have been known to be stable for years. I personally have gone to 191 and have had very little issues but only because I wanted to use some creations. If not interested in creations then 163 is the only one you should be using I believe is the consensus. Worse yet, a lot of mod authors like @MSM_Alice are getting reports of "issues" with their mods, that are really just AAF and FO4 upgrade issues. I wonder how much time they are wasting there . . . By the way @MSM_Alice, just to let you know, Mantella totally disables your mod . . .
fred200 Posted June 28 Posted June 28 What really frosts me about AAF is the hiding of all previous releases. AAF 1.5.5 - not available anywhere. AAF 1.2.1 - which I have - fails reinstall so I can't activate debug. Claude identified one AAF CTD as being MSMA removable nails crashing during post-AAF unequip - equip. Havok queue issue. I changed my nails to not removeable - and it has not crashed since. Before - it was CTD on pretty much every sex scene.
Mimirue17 Posted June 28 Posted June 28 51 minutes ago, fred200 said: What really frosts me about AAF is the hiding of all previous releases. AAF 1.5.5 - not available anywhere. AAF 1.2.1 - which I have - fails reinstall so I can't activate debug. Claude identified one AAF CTD as being MSMA removable nails crashing during post-AAF unequip - equip. Havok queue issue. I changed my nails to not removeable - and it has not crashed since. Before - it was CTD on pretty much every sex scene. I use the version that gets replaced every time with 1.5.5 and it works. I remember the not removable ones had issues with PA if I am remembering it correctly. Might have already been patched out though as it last year I think when the issue showed up.
MSM_Alice Posted June 29 Author Posted June 29 (edited) 7 hours ago, fred200 said: What really frosts me about AAF is the hiding of all previous releases. AAF 1.5.5 - not available anywhere. AAF 1.2.1 - which I have - fails reinstall so I can't activate debug. Claude identified one AAF CTD as being MSMA removable nails crashing during post-AAF unequip - equip. Havok queue issue. I changed my nails to not removeable - and it has not crashed since. Before - it was CTD on pretty much every sex scene. Thank you for sharing that, but wait... removable means that post aaf MSMA does not attempt to re-equip them. At most AAF does, based on standard unequip.reequip rules. So is there really any requip going on at the end in this case, had they been removable? Doesn't sound like it. But maybe something different happens, that ChatGPT interprets as a re-equip. How about if you set on "loose" mode? Does the CTD occur there as well or not? Edited June 29 by MSM_Alice
MSM_Alice Posted June 29 Author Posted June 29 (edited) 12 hours ago, fred200 said: What really frosts me about AAF is the hiding of all previous releases. AAF 1.5.5 - not available anywhere. AAF 1.2.1 - which I have - fails reinstall so I can't activate debug. Claude identified one AAF CTD as being MSMA removable nails crashing during post-AAF unequip - equip. Havok queue issue. I changed my nails to not removeable - and it has not crashed since. Before - it was CTD on pretty much every sex scene. When you have time, can you test if this version still CTDs on AAF scene end on that new AAF version when you set our nails as fully removable? ( in my case, it never did CTD, that is why I need you to test). I am thinking that perhaps there is an edge case like - AAF scene starts. AAF goes over the items that will be unequipped from the player and keeps a reference list, with references ponting to each item - unequip happens, and because nails are removable, and they are suppose to be destroyed on removal, MSMA removes the actual item from the player's inventory altogether - AAF scene ends and AAF wants to re-equip everything it had nequipped at the start, but the nails are no longer there; that reference that AAF keept of the nails is now invalid/null and the new AAF does not handle this situation as the old AAF did, ( and CTD occurs perhaps ?). Unlikely, but let's test . If that is what was happening, then the new version that no longer removes them from your inventory should perhaps avoid the CTD, (if you want them removable) If the nails weren't fully removable, but instead used loose or strict " always on" modes, MSMA actually attempts to re-quip the nails (that AAF might have unquipped) with a delay of some 5 to 10 seconds into the AAF scene. That makes sure that at least one instance of that item type is in the player's inventory at the end, and this is what avoided the CTD, perhaps? Edited June 29 by MSM_Alice
fred200 Posted June 29 Posted June 29 I can run some tests with nail variation. For now, here is the crash log for black nails. Feed it into Claude, and see if it is useful. AI gets a lot of negative press in the modding community - but it gives me insights I could not do on my own. https://pastebin.com/tQUM2ErD
Lastlostman Posted June 29 Posted June 29 16 hours ago, johoo23 said: Hello, I'm having trouble using a dildo in the game. Every time I try to use it, the animation fails to trigger. Instead, I just get a text message saying my character is doing something with it. How can I fix this? I had this same issue a few months ago. Having the latest version of AAF helps, but your Load Order is just as important. If AAF itself is listed after any of the other deps MSMA requires you're going to have a bad time, and Vortex, which I use, is particularly annoying about shuffling Load Orders anytime it's told to update or replace a non Nexus mod. LOOT can help and probably has a tool to fix the issue quickly that I've never figured out, but ultimately I had to purge mods and reinstall until everything was in the proper order.
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