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Posted (edited)

I was off to get Strong ( not that its related ) and on three separate occasions while in Trinity tower Misty awarded me bimbo points. I had 125 to start with after buying synthetic fluids. None of the points awarded where added to my total. I am not sure if its a hud thing or a mod thing.

 

Thanks in advance.

 

Am installing 1.23 now.  

 

I have been awarded about 5 more points since I last reported and none are tallying to my total. I am now on the latest build.

 

Edited by Ragsinn
more info
Posted

If you are using LLFP-v60-20260528 for the LL Fourplay DLL on build 221, that mod includes DDLs for EVERY supported FO4 build.

Open the mod and delete all of the old ones, leaving only LL_fourPlay_1_11_221.dll and .pdb. Then install it.

All the F4SE error messages will go away. They were harmless anyway.

Posted
3 hours ago, fred200 said:

If you are using LLFP-v60-20260528 for the LL Fourplay DLL on build 221, that mod includes DDLs for EVERY supported FO4 build.

Open the mod and delete all of the old ones, leaving only LL_fourPlay_1_11_221.dll and .pdb. Then install it.

All the F4SE error messages will go away. They were harmless anyway.

I'm indeed using LLFP v60. I was wondering where those pop ups came from, thanks for telling me this. 

Posted (edited)
On 2026/6/28 at PM11点33分, MSM_Alice said:

请确保在开始新的 MSMA 游戏之前, 已安装并激活所需的模组(列于主页) 

。1. 如果已安装最新的 Darthroman's Animations 模组和 Bad Dragon 模组;
2. 如果在此之后开始新的游戏。

 

问题仍然存在吗?

Thanks for the reply! I have all the requirements installed already, so I don't think the mod is the issue. It's probably my modlist, or maybe AAF is causing the problem, like the other people suggested.

Edited by johoo23
Posted (edited)
7 minutes ago, johoo23 said:

Thanks for the reply! I have all the requirements installed already, so I don't think the mod is the issue. It's probably my modlist, or maybe AAF is causing the problem, like the other people suggested.

It could be an issue with the AAF from Nexus (161.1b), which is a 5-year-old version.  A more recent AAF version might be needed for the dildos to  work.

I will see if I can tinker with the mod and make that old AAF version work for dildo purposes too, but no promises. 

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

I was off to get Strong ( not that its related ) and on three separate occasions while in Trinity tower Misty awarded me bimbo points. I had 125 to start with after buying synthetic fluids. None of the points awarded where added to my total. I am not sure if its a hud thing or a mod thing.

 

Thanks in advance.

 

Am installing 1.23 now.  

 

I have been awarded about 5 more points since I last reported and none are tallying to my total. I am now on the latest build.

 

It might be a hud thing.

How about if you check their values in the menus  (general stats or bimbo reports) ?
Do they show correctly there?

How about if you  go in the game console and type 

help MSMA_TotalBimboPoints
and
help MSMA_UsedBimboPoints

What values do you see they have, and do they update?

The available number ( that you see in the UI popups , and separatelly in the optional MSMA HUD) shoul be the difference  MSMA_TotalBimboPoints -  MSMA_UsedBimboPoints

Edited by MSM_Alice
Posted (edited)
10 hours ago, Mimirue17 said:

if only you could get those version of AAF for those new to modding this game...I feel for them really.   I really wish they would take a page from this mod and offer a known stable version like 1.1.2/1.1.5 for game version 163 and 1.5.5 for game version 191.   NG was just a trash heap and should be deleted from the universe and version is 1.7.1 is unstable.   The known idiot of UFO4P makes the same mistake, luckily there are ways to get to the hidden archives of that mod because its on Nexus.


Seems Fallout4, willingly or not, builds a higher moat for new spicy modding players in 2026.

I'll try to roll back to the old AAF from Nexus and see if I can't make that work once more. (Right now it works, mostly, but with some caveats) ,
But it is the only old version officially available, and it seems a lot of people who start  with OG Fallout 4, start off with it. 

Having a 1.1.2 AAF or 1.5.5 AAF saved from before  to run in paralel with OG or other interim Fallout4 versions is a "unicorn " scenario, not something that can be reliably suggested.

 

There is wisdom in only supporting one version, but until a new release is fully vetted, some old version being available for temporary rollbacks saves a lot of headaches.

 

Edited by MSM_Alice
Posted
35 minutes ago, MSM_Alice said:

It might be a hud thing.

How about if you check their values in the menus  (general stats or bimbo reports) ?
Do they show correctly there?

How about if you  go in the game console and type 

help MSMA_TotalBimboPoints
and
help MSMA_UsedBimboPoints

What values do you see they have, and do they update?

The available number ( that you see in the UI popups , and separatelly in the optional MSMA HUD) shoul be the difference  MSMA_TotalBimboPoints -  MSMA_UsedBimboPoints

I had sorta fixed it by using the cheat menu to add a point. When I did add a point the value dropped from 125 to 109. Odd but now up to 111. So its working again and I verified that with the commands you listed. Maybe just a hung script. I have no idea. 

Thanks for your time!!!

 

Posted
6 minutes ago, Ragsinn said:

I had sorta fixed it by using the cheat menu to add a point. When I did add a point the value dropped from 125 to 109. Odd but now up to 111. So its working again and I verified that with the commands you listed. Maybe just a hung script. I have no idea. 

Thanks for your time!!!

 

then probably just a hud update thing.

Posted (edited)
11 hours ago, judge007 said:

 

 

P.S. Do you have skills in adjusting animations?

If you do, I have access to converted animations from Skyrim, & permissions.

They have misalignment with arms & hands, but otherwise run just fine in Fallout 4.

I'm teaching myself Blender, but is a slow process . . .

😉


Not yet, i  have a decent grasp on the foundational technical concepts  (what is a rig,  how skinning works, what is joint driven vs blendshape driven,  what are additive changes vs regular ones, animation keys, interpolation types, hierarchies, driving nodes , animation graphs and whatnot, but haven't done hands-on work on it except in a limited capacity, for abstract VFX. 

Down the line, I hope to learn how to make custom animations. TBH, I am hoping to do that directly for TES6, and have the Fallout4 version of this mod use what is available as animation packs.  

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:

It might be a hud thing.

How about if you check their values in the menus  (general stats or bimbo reports) ?
Do they show correctly there?

How about if you  go in the game console and type 

help MSMA_TotalBimboPoints
and
help MSMA_UsedBimboPoints

What values do you see they have, and do they update?

The available number ( that you see in the UI popups , and separatelly in the optional MSMA HUD) shoul b e    MSMA_TotalBimboPoints -  MSMA_UsedBimboPoints

This is the reason I switched back to the original (0.900) version of the HUD . . .

Posted
39 minutes ago, judge007 said:

This is the reason I switched back to the original (0.900) version of the HUD . . .

Seems to be more of a "event got unregistered on upgrade, but reconnects on using the "add bimbo point" cheat once".
Or does it get "disconnected" even on a new game ?
 

Posted
1 hour ago, MSM_Alice said:

Seems to be more of a "event got unregistered on upgrade, but reconnects on using the "add bimbo point" cheat once".
Or does it get "disconnected" even on a new game ?
 

The values did not update correctly, and sometimes the entries (one at a time) would vanish leaving a blank line.

The entries the corresponded to Sex Attributes did not correspond.

I did not actually use console commands to check actual Bimbo Points though . . .

It also would revert to default locations as well, which in my case was behind another widget.

 

I believe I left a post at that time.

Haven't used the "no Log Traces" version since . . .

The download for the previous version is no longer there, I used the archive I had saved.

Posted (edited)
4 hours ago, judge007 said:

The values did not update correctly, and sometimes the entries (one at a time) would vanish leaving a blank line.

The entries the corresponded to Sex Attributes did not correspond.

I did not actually use console commands to check actual Bimbo Points though . . .

It also would revert to default locations as well, which in my case was behind another widget.

 

I believe I left a post at that time.

Haven't used the "no Log Traces" version since . . .

The download for the previous version is no longer there, I used the archive I had saved.

Could it have been caused by a mid-playthrough swap, or did it also happen on a new playthrough?

 


The only change I  did on that is recompiling the scripts without the log trace calls, as it would always generate huge Papyrus logs.
So perhaps it is an issue with doing the swap in an already existing game where the previous version had been active? 
Or so is some compiling infrastructure thing aspect that I am missing (as the original ones were compiled by Operand). 

Edited by MSM_Alice
Posted
5 hours ago, MSM_Alice said:


I'll try to roll back to the old AAF from Nexus and see if I can't make that work once more. (Right now it works, mostly, but with some caveats) ,

God no. This is by far way too old. People just have to be patient AAF itself will correct the issue soon enough.

Posted

any chance we could get an actual total amount of points in each specialist route along with the level breakdown when accessing it in the implant menu?   Will be useful in choosing conversation choices to not waste points.   Or console command that would list it until it can get implemented if you choose to do so.

 

Other request is to open the Charm ability with females, there are only so many options and all the animation work with females if you select them manually already.   Not a ton of voice lines is you wanted to just add a generic female voice for those lines.

Posted
6 minutes ago, Mimirue17 said:

any chance we could get an actual total amount of points in each specialist route along with the level breakdown when accessing it in the implant menu?   Will be useful in choosing conversation choices to not waste points.   Or console command that would list it until it can get implemented if you choose to do so.

 

Other request is to open the Charm ability with females, there are only so many options and all the animation work with females if you select them manually already.   Not a ton of voice lines is you wanted to just add a generic female voice for those lines.


It is 10 points for each skill.
70 points to max out any branch.  

As soon as a skill is unlocked, it appears in the Specialist Skill breakdown that you can access in the Implant context menu in most contexts.


I guess I could do a fast placeholder just so you have the functionality. 

Posted
56 minutes ago, MSM_Alice said:


It is 10 points for each skill.
70 points to max out any branch.  

As soon as a skill is unlocked, it appears in the Specialist Skill breakdown that you can access in the Implant context menu in most contexts.


I guess I could do a fast placeholder just so you have the functionality. 

was actually interested in the actual amounts from conversations for example you might have 39 points and one more conversation selection would give you that next level.   If you are able to track it you can tailor your choices so you do not waste the opportunity to level up that specialist skill.   Currently you have no way of knowing what partial amounts you have between levels.

Posted
4 hours ago, MSM_Alice said:

Could it have been caused by a mid-playthrough swap, or did it also happen on a new playthrough?

 


The only change I  did on that is recompiling the scripts without the log trace calls, as it would always generate huge Papyrus logs.
So perhaps it is an issue with doing the swap in an already existing game where the previous version had been active? 
Or so is some compiling infrastructure thing aspect that I am missing (as the original ones were compiled by Operand). 

I don't honestly know

Posted (edited)
1 hour ago, Mimirue17 said:

was actually interested in the actual amounts from conversations for example you might have 39 points and one more conversation selection would give you that next level.   If you are able to track it you can tailor your choices so you do not waste the opportunity to level up that specialist skill.   Currently you have no way of knowing what partial amounts you have between levels.

I do want people to be more vision-driven in those conversations than hunt for a certain one skill, it is true. 
That is why future skill unlocks are not outlined until they are unlocked. Like Kinder Surprise. :)

I want people to want to "put more points in Agent because I feel my character would resonate with that path, with the bimbo  Spy aspect", or" I want more points in Power because I want my character to be more of a power-hungry bimbo".
Rather than having a clear and specific skill unlock in mind. 


If you do want to check them ahead of time, I still have them for now in public globals; if memory serves (I am not at my modding computer), they are called  MSMA_BimboPower, MSMA_BimboDenial, MSMA_BimboFun, and MSMA_BimboAgent, so you can inspect them in the console.


 

Edited by MSM_Alice
Posted
6 hours ago, MSM_Alice said:


It is 10 points for each skill.
70 points to max out any branch.  

As soon as a skill is unlocked, it appears in the Specialist Skill breakdown that you can access in the Implant context menu in most contexts.


I guess I could do a fast placeholder just so you have the functionality. 

+++++++++ on the functionality place holder. Being able to select BJ Anal or Pussy on ALL DENZIONS OF THE WASTELAND would be awesome.  Voices could come much much later 2030 maybe.

Thanks Much for the mod!!!

Posted
On 7/1/2026 at 12:04 PM, judge007 said:

While AAF 1.7.1 is the most current dagobaking has a test version of 1.7.2.1 on his Patreon.

There are issues with with AAF 1.7.1

If making recommendations, AAF version 1.1.5 is very stable, and version 1.5.5 is stable but changes the way XML's are used.

When results are in for AAF test v1.7.2.1, either a new test version will be released or a new stable version will be released on AAF Discord.

 

A lot of what you have been painstakingly troubleshooting lately are actually symptoms of the issues with:

a) AAF 1.7.1 (equipping, unequipping, placement of PC in multi-partner animations etc)

b) issues with Fallout 4 version 1.11.121

c) a combination of a & b

 

Best to just recommend Version 1.1.5 or version 1.5.5 temporarily till the results are in.

Of course, this is highly subjective, and just my opinion.

 

Hopefully, this helps you determine what actually pertains to your mod!

 

P.S. Do you have skills in adjusting animations?

If you do, I have access to converted animations from Skyrim, & permissions.

They have misalignment with arms & hands, but otherwise run just fine in Fallout 4.

I'm teaching myself Blender, but is a slow process . . .

😉

on the AAF discord under other releases there is a Animation tool for Skyrim to Fallout 4, no idea if this will be any help to you but figured it never hurts to mention things.   At worse its useless info and gets forgotten in 10 minutes :P 

Posted (edited)
1 hour ago, Mimirue17 said:

Well a new version of AAF dropped about 3 hours ago, I did not look at changelog to see what it addresses

 

So far animations are great, clothing is still being locked on though. 

Anyone know a Mod that sets the actor positions for animations, while I love pegging a guy, I only love it when intentional. It gets very frustrating when I am expecting to be DPed and it is somebody else, ok I get very jealous and wanna kill the guy or occasional girl that is stealing my cock...

 

Edit

That reminds me I saw in my travels a Mod that fixes the white square pixelization that sometimes happens in an animation, if you know what I am talking about can you please link me the mod

Edited by DarksideTinkerbell
Posted
2 hours ago, DarksideTinkerbell said:

 

So far animations are great, clothing is still being locked on though. 

Anyone know a Mod that sets the actor positions for animations, while I love pegging a guy, I only love it when intentional. It gets very frustrating when I am expecting to be DPed and it is somebody else, ok I get very jealous and wanna kill the guy or occasional girl that is stealing my cock...

 

Edit

That reminds me I saw in my travels a Mod that fixes the white square pixelization that sometimes happens in an animation, if you know what I am talking about can you please link me the mod

https://www.nexusmods.com/fallout4/mods/82184

 

This is one of several out there, whether it works . . . it works on my loadout. Good luck!

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