MSM_Alice Posted July 13 Author Posted July 13 (edited) 10 hours ago, woodrealmelf said: Yes, aside from a few exceptions like Strong ( at any time, or as a follower boost move when he is an active follower) and Viggo (during his quest), there aren't any consensual scenarios for charm or prostitution involving supermutants currently in. Aside from initiating infiltration from stealth, but that is separate, and it does not seem to be the case here. Most are cannibal psychos after all, better to keep one's distance from them. Edited July 13 by MSM_Alice
DarksideTinkerbell Posted July 13 Posted July 13 7 hours ago, MSM_Alice said: Yes, aside from a few exceptions like Strong ( at any time, or as a follower boost move when he is an active follower) and Viggo (during his quest), there aren't any consensual scenarios for charm or prostitution involving supermutants currently in. Most are cannibal psychos after all, better to keep one's distance from them. That is during normal gameplay isn't it? As the Agent line you can sneak up on an enemy and sex challenge them, which should work on anything so long as you're undetected when you Challenge them?
MSM_Alice Posted July 13 Author Posted July 13 (edited) 42 minutes ago, DarksideTinkerbell said: That is during normal gameplay isn't it? As the Agent line you can sneak up on an enemy and sex challenge them, which should work on anything so long as you're undetected when you Challenge them? All sentient/able to talk enemies should work for initiating an infiltration, and that Agent " initiate infiltration while sneaking" is part of initiating infiltration. So as far as I know, it oughta work. Shouldn't be just humans or synths, but any that are able to talk. Infiltration is not charm or prostitution, though. Infiltration is its own thing. That error message is from trying to initiate charm/prostitution. Do you think that is what Woodrealmelf was trying to communicate, that it was infiltration that didn't work for them here, (and it was considered a regular charm/prostitution interaction)? But at that angle, the player would be detected. I am not seeing that [Hidden] tag on the screen, so I don't think that was what he tried to communicate. hard to infer from just a screenshot though.. Edited July 13 by MSM_Alice
MSM_Alice Posted July 13 Author Posted July 13 (edited) 1 hour ago, DarksideTinkerbell said: That is during normal gameplay isn't it? As the Agent line you can sneak up on an enemy and sex challenge them, which should work on anything so long as you're undetected when you Challenge them? I have had guests over in the last few weekends, and little time for modding, so progress was slow, but I am working on the Mesmerize mechanic that will complement that sneaking mechanic.. ( Also, I have already added the thing with the dildos, that we were discussing a few posty up .... a MCM configurable amount of sex addition added on each dildo scene start, just that I need to make a releasable package with all). Anyway, what " mesmerize " will be is an optional way to start infiltration with hostiles while avoiding a fight or a classic AAF Violate Surrender altogether. (by paying some sex addiction cost or some CVT increase) The way it will work will: while In VATS, if you select an enemy, and then press Bimboskope/SafeSexfight hot key, you will be able to use Bimboskope and get information on them from far away(as far as VATS works), and if you press regular sexfight hotkey on them, then you exit VATS enter Mermerize mode, where you can bring the target to you (will have to decide if it is walk-only or teleport) to initiate a spicy animation and leads to infiltration mode, (and avoid combat/regular surrender altogether) Teleport to them to initiate a spicy animation, and avoid combat/regular surrender altogether (unsure about this, might break things if you teleport to an enemy in a space where you are not supposed to have access to yet). Still thinking whether to return all actors involved back to their original positions after that, or not. Teleport in or teleport out might be cool for surgical assassination missions, where you neet to get your mark away from their guards, for some alone time. But it might also be game-breaking in certain vanilla scenarios. will see. ... But you know if in vats you see that nasty raider with a fatman launcher on its shoulder fara away, mesmerizing him in might be a way you avoid a mini nuke to the face. Or same for a supermutant suicider. Also still deciding on: what the cost for this is, and what it scales on, and if I should allow non-sexual animation mesmerize for the not-a-bimbo subclass path, or leave that as an option only for the sneaking scenario. Right now I am thinking that the cost for the mesmerize should be paid in increases in Sexual Addiction and maybe starting the interaction at lower MindHealth, or even mindbroken in some extreme cases. Lower-level bimbos will generally pay a steeper cost for mesmerize, higher-level bimbos will pay a lower cost for mesmerize. Level 7 bimbos will pay no cost for mesmerize. Sexual addiction spent per mesmerize action has a fixed base cost above, and a variable value based on distance to target, and perhaps even target level and difference from player level. There should be other layers too, for instance, a player who is not a SA slut might have to pay more sexual addiction to convince the target they are harmless, and thus start the interaction as an easier to win one-on-one, while a player who is a slut will have an easier time doing so. Sexual fame will also help; someone with a large sexual fame will have an easier time being accepted as someone harmless and horny, than someone with low sexual fame. Paying the top Sexual addiction cost/( wich turns to CVT increase cost if sex addiction is maxed) will mean the convincing works 100% of the time, but you get progress towards bimbo leveling up. Paying a medium cost will mean a 75-25 dice roll sucess rate Paying a small cost would mean a 50-50 chance for them to be convinced. These chances might be further boosted/gimped by bimbo level and other stats. Failing to convince the target in the short scene before the AAF scene of one's " harmlessness" will make the mesmerized target weary and suspicious, and will thus prompt the target to insist on first proving they are only in for the fun and are not secretly an enemy... That might mean having to go through a more extreme AAF scene with more participants ( if more enemies are around) instead of a simple one-on-one, maybe taking some drugs, maybe being locked in some restraints. will see. Edited July 13 by MSM_Alice 1
DarksideTinkerbell Posted July 13 Posted July 13 (edited) 7 hours ago, MSM_Alice said: I have had guests over in the last few weekends, and little time for modding, so progress was slow, but I am working on the Mesmerize mechanic that will complement that sneaking mechanic.. ( Also, I have already added the thing with the dildos, that we were discussing a few posty up .... a MCM configurable amount of sex addition added on each dildo scene start, just that I need to make a releasable package with all). Anyway, what " mesmerize " will be is an optional way to start infiltration with hostiles while avoiding a fight or a classic AAF Violate Surrender altogether. (by paying some sex addiction cost or some CVT increase) The way it will work will: while In VATS, if you select an enemy, and then press Bimboskope/SafeSexfight hot key, you will be able to use Bimboskope and get information on them from far away(as far as VATS works), and if you press regular sexfight hotkey on them, then you exit VATS enter Mermerize mode, where you can bring the target to you (will have to decide if it is walk-only or teleport) to initiate a spicy animation and leads to infiltration mode, (and avoid combat/regular surrender altogether) Teleport to them to initiate a spicy animation, and avoid combat/regular surrender altogether (unsure about this, might break things if you teleport to an enemy in a space where you are not supposed to have access to yet). Still thinking whether to return all actors involved back to their original positions after that, or not. Teleport in or teleport out might be cool for surgical assassination missions, where you neet to get your mark away from their guards, for some alone time. But it might also be game-breaking in certain vanilla scenarios. will see. ... But you know if in vats you see that nasty raider with a fatman launcher on its shoulder fara away, mesmerizing him in might be a way you avoid a mini nuke to the face. Or same for a supermutant suicider. Also still deciding on: what the cost for this is, and what it scales on, and if I should allow non-sexual animation mesmerize for the not-a-bimbo subclass path, or leave that as an option only for the sneaking scenario. Right now I am thinking that the cost for the mesmerize should be paid in increases in Sexual Addiction and maybe starting the interaction at lower MindHealth, or even mindbroken in some extreme cases. Lower-level bimbos will generally pay a steeper cost for mesmerize, higher-level bimbos will pay a lower cost for mesmerize. Level 7 bimbos will pay no cost for mesmerize. Sexual addiction spent per mesmerize action has a fixed base cost above, and a variable value based on distance to target, and perhaps even target level and difference from player level. There should be other layers too, for instance, a player who is not a SA slut might have to pay more sexual addiction to convince the target they are harmless, and thus start the interaction as an easier to win one-on-one, while a player who is a slut will have an easier time doing so. Sexual fame will also help; someone with a large sexual fame will have an easier time being accepted as someone harmless and horny, than someone with low sexual fame. Paying the top Sexual addiction cost/( wich turns to CVT increase cost if sex addiction is maxed) will mean the convincing works 100% of the time, but you get progress towards bimbo leveling up. Paying a medium cost will mean a 75-25 dice roll sucess rate Paying a small cost would mean a 50-50 chance for them to be convinced. These chances might be further boosted/gimped by bimbo level and other stats. Failing to convince the target in the short scene before the AAF scene of one's " harmlessness" will make the mesmerized target weary and suspicious, and will thus prompt the target to insist on first proving they are only in for the fun and are not secretly an enemy... That might mean having to go through a more extreme AAF scene with more participants ( if more enemies are around) instead of a simple one-on-one, maybe taking some drugs, maybe being locked in some restraints. will see. That would be a powerful tool, Mezmerize. I would go with the walk or run to the pc, drawing a target away from the group or area, makes more sense to me, "come hither to my loving embrace". Then at the end if not paralyzed or dead from the trap they make their way back to where they were before lured away. The cost, could be worked out as maybe a base cost say 10 sex addiction +/- level difference + distance Divided by Bimbo Level (+3 if active Slut tag) +0/5/10 (sexual fame variable +0 SF 0-50/ +5 SF 51-90/ +10 SF 91+ (that is if SF is a max 100, otherwise I would do SF101+ instead of 91) That way there is always a cost, but the higher your Bimbo level the less the cost will be as also the higher your level as a - to the base cost+distance is the experience of the pc. Not sure how the resistance would work, but I would assume once lured away it is a done deal, with the exception of the sex fight itself (failure there would be an auto report of being dangerous and therefore executed (to limbo for the silly Bimbo who lures targets to powerful for them to defeat). Failure on the initial lure attempt would just alert all potential enemies, preventing any infiltration attempts until the pc manages to loose them as per typical aggro, they find a hidey hole till the baddies calm down. Hmm what is the reason for the Lure? For an Agent Bimbo and maybe even Airhead (depending on the why) it could be to extend the reach of an Infiltration? So that the reward for a successful Lure and Challenge would be that the "victim" returns to their original position and the Bimbo's Infiltration radius starts from there. Cause they like go back to their buddies and say "dude this Bimbo is coming this way she is so awesome, if you're nice she is a Horny Slut and we might get to fuck her". In which case I would leave out a SF bonus and instead add a Bonus to the Divider based on the initial Bimbo Type, priority I would think Agent, Airhead, Virtue and then Power. My reasoning Agent obviously would use Lure more, Airhead or Virtue next simply as Airhead laying the groundwork for a Gangbang, Virtue cause she don't want others to see, Power last cause while sex is very much a tool for her why use a scalpel when a chainsaw would be quicker? I do like the idea of an ability that increases the Gangbang possibilities though! Here is an idea which could be added to the Surrender Options on a Bimbo. Pheromoan Discharge Surrender. Basically it is a Surrender with a boost! Based on Bimbo Level and Slut Tag that costs Sex Addiction to use (cost no idea base - Bimbo Level so there is always a cost but less the higher the level) If surrendering this way then there is no 1 on 1 scenes and the challenges will be max limit of gangbang animations animations (might end with a 1 on 1 if animations cannot be found to fit Gangbang criteria). ((Edit note; Instead of Tokens for an Airhead Bimbo she can use Pheromoan Discharge out of combat for example walk into a Pub and hit Sex Challenge a popup appears and she can chose standard interactions, or attempt a Pheromoan Dischange to get Gangbanged instead)) On the subject of cost. I have noticed the higher the level of Bimbo often the less cost (mind you I have also noticed Sex Addiction does not drop nearly as fast as it does when low level) But there should always be a cost personally I would consider a slider variable in the MCM for Minimum cost on any ability or challenge (yes I know you can set minimums in sex fight) but for anything including Sex Fight the base cost (which then sets the overall difficulty) A slider setting base cost as 1-30 the variable being minus Bimbo Level. That way a person could be boring and set the minimum to 0, or challenge themselves, have this base cost over-ride all unless other base costs are set higher for example I would set it to 10 at least maybe 12 so at level 7 my base cost is 5, but I set all Sex Addiction costs at 20 cause well as you know I like being sex crazed... As to the picture, looks like they tried a challenge possibly on an enemy that was under the peace influence AAF or even MSMA put them under, from what I have seen though you can't sex challenge an enemy (even if they have been pacified) via AAF at least. Where as (have not tried yet, in Infiltration those affected can be challenged/prostituted too, I assume) Holy Crap thats a lot of typing and 1 pc crash in all that as well, my head hurts... Edited July 13 by DarksideTinkerbell 1
MSM_Alice Posted July 13 Author Posted July 13 (edited) Here is an interim test version 1.124 (should be upgradable mid-playthrough) New requirement: Garden Of Eden Papyrus extender (needed to be able to work with vats targets). Garden of Eden Papyrus Script Extender at Fallout 4 Nexus - Mods and community Added some fallback checks for the bug with the odd destination teleport when returning from the prostitution shack. ( if occurring, should self-correct) Using the dildo friends now adds a bit of sex addiction on each attempted start. Added the ability to set how much Sex Addiction one use of the dildo friend causes. Default cost is 1 * BimboLevel, but you can set that 1 to higher multiplier values ( 2, 3 and so on) or even 0 in the MCM, if you want no associated Sex Addiction cost. Added the ability to use the bimboskope hotkey in vats on the current vats target to get the bimboskope report on them from afar. Added a first iteration of Mesmerize: the ability to initiate Infiltrations remotely, via VATS, , and if done from far away, this can be used to avoid a AAF surrender altogether.This is done by pressing the sexfight hotkey when a valid target is selected in VATS. Right now, this is a temporary simplified form, with no dialogue and no multiple choices, that simply teleports the current target to the player, sets SexFight punishment to "suppressed" so that the target is only dazed, and starts the AAF scene. There is a Sex Addiction cost to doing this computed as: 10.0 + ( distance_to_the_target divided by 100) . The distance is measured in Fallout 4 distance units. The further the target, the more costly the activation. If sex addiction is already high, this cost will be extracted from CVTs. Right now, the mesmerize skill is only conditioned by having bimbo level 1 or higher. (in the future, it will be linked to some Bimbo subclass skill level) Right now, in this test version, there are no varied dialogue scenes leading to different outcomes in this mesmerize flow.,(yet). MSMA_Latest_Main_Act1_[In_Development_1_124].zip Edited July 14 by MSM_Alice 2
Tartarus the sauced Posted July 14 Posted July 14 (edited) @MSM_Alice Thanks for the mod, discovered it recently and installed it yesterday, so first time user here. I use F4 1.10.163 Vortex FG the above posted update 1.124. and the two music files. When I report to Preston that tenpines wants to join the minutemen I get a warning the the game went too far and needs an earlier save to continue with future MSMA patches. Normal or how does one use this mod, just avoid Preston and wander? Viggo has been gone for a long time, how long does it take him to return? Thanks again. Edited July 14 by Tartarus the sauced
MSM_Alice Posted July 14 Author Posted July 14 (edited) 35 minutes ago, Tartarus the sauced said: @MSM_Alice Thanks for the mod, discovered it recently and installed it yesterday, so first time user here. Thank you Quote I use F4 1.10.163 Vortex I have the required prelude and the above posted update 1.124. Vortex tells me that prelude is redundant and wants to disable it which I did not do, Normal? Fixes? Yes, it is normal for it to say that, and yes you do need to make a choice in which specific version you want to play. What files you need to install as a group (X AND Y and Z ) and what files you need to replace ( A OR B OR C) are detailed on the main page description. The stable version of the mod is a more tested version that updates more rarely. The in-development version of the mod sees more frequent updates. Use whichever one you prefer, but not both. The ones posted here on the thread and not on the main page are even more in progress and less tested At some point, a certain snapshot of the in-development version, if stable enough, is dubbed the new " stable version " and renamed, replaces the previous stable version, and the process continues. PS: The two separate mod resousrce zip files from the main page ( with the music models textures and such ) are always needed anyway for any version of the main mod.. Quote When I report to Preston that tenpines wants to join the minutemen I get a warning the the game went too far and needs an earlier save to continue with future MSMA patches. Normal or how does one use this mod, just avoid Preston and wander? That is normal, and up to you how you want to approach this. The mod itself has two content "arms", - the procedural gameplay systems and side quests, which are more versatile and meant to be compatible with a lot of playthroughs and activities that work at all times, and are probably 95% of the mod content - an optional main story rail, that is being built (that is at most 5% of the mod content), and that assumes a new game is started with this mod installed Even if the optional storyline (the 5%) ends at some point, that's normal, the mod (the rest of 95%) still works just fine via its procedural systems. You can still do things, visit Marina, and use your bimbo skills. It will take me a long time, many months if not years, to build out the whole story rail. I don't think you should forever avoid Preston, all that time, and stall there. Just keep a separate save from that moment that you can reload if you want to pick up the story when more story updates are released, and feel free to play things forward with no hesitation, with the procedural systems only. Quote Viggo has been gone for a long time, how long does it take him to return? Viggo's role is to do those annoying " settlement in need of help" missions that Preston bugs you with. Viggo only appears again if Preston or other minutemen give you a new Settlement-based mission to do. No settlement mission active and given to you -> , no Viggo. You can force him to appear ( not advised, but possible) even if there is no settlement mission given to you ( by Preston or otherwise) by going to his spot, and using the implant context menu, and, in this particular case, there will be an option in that menu to radio Viggo. Quote Thanks again. Thank you too. Edited July 14 by MSM_Alice
Tartarus the sauced Posted July 14 Posted July 14 4 minutes ago, MSM_Alice said: Thank you Yes, it is normal for it to say that, and yes you do need to make a choice in which specific version you want to play. What files you need to install as a group (X AND Y and Z ) and what files you need to replace ( A OR B OR C) are detailed on the main page description. The stable version of the mod is a more tested version that updates more rarely. The in development version of the mod sees more frequent updates. Use which one you prefer, but not both. At some point, a certain snapshot of the in-development one, if stable enough, is dubbed the new " stable version " and replaces the previous stable version, and the process continues. That is dormal,and up to you how you want to appraochthis. The mod itself has two "arms", - the procedural gameplay systems and side quests, , that work at all times, and are probably 95% of the mod content - an optional main story line that is being built that is at most 5% of the mod content, and that assumes a new game is started with this mod installed Even if the optional story-line ( the 5%) ends at some point, the mod (the rest of 95%) still works just fine via its procedural systems. You an stilldo things, visit Marina, and use your bimbo skills. It will take me a long time many months if not years to build out the whole story. Viggo's role is to do those annoying " settlement in need of help" missions that Preston bugs you with. Viggo only appears again if Preston or other minutemen give you a new Settlement-based mission to do. No settlement mission active and given to you -> , no Viggo. You can force him to appear ( not advised, but possible) even if there is no settlement mission given to you ( by Preston or otherwise) by going to his spot, and using the implant context menu, and, in this particular case, there will be an option in that menu to radio Viggo. Thank you too. Ok, I understand now, Thank you for the swift reply! I am learning to use this mod, not well right now but I will figure it out. The one thing I forgot to ask is if there is a way to repair one "Holes"? I accidently got railed by the deathclaw while looking for CS and was warned that pleasure was not easily achievable. I appreciate your time, talent and support!
MSM_Alice Posted July 14 Author Posted July 14 (edited) 5 minutes ago, Tartarus the sauced said: Ok, I understand now, Thank you for the swift reply! I am learning to use this mod, not well right now but I will figure it out. The one thing I forgot to ask is if there is a way to repair one "Holes"? I accidently got railed by the deathclaw while looking for CS and was warned that pleasure was not easily achievable. I appreciate your time, talent and support! Yes, there is. If you choose to play through story mode, after the first interaction with Viggo, when you brought the busted bimbo pad to Marina, then four hours later Marina will figure things out and from that moment on will have nanite services in her service menu that cover rejuvenation and correcting any stretching. If you choose to play without story mode, then these services will be enabled from the get-go. A note on using MSMA and Commonwealth Slavers mod together: While I did do my best to have this mod work as well as possible with Commonwealth Slavers, conceptually they are a bit at odds. One is about empowering the player; the other is about disempowering the player. While a CS slave, MSMA's mod's functionality will be more limited. Only after you are freed from Commonwealth Slavers and no longer have that collar, can you use everything in MSMA freely once again. Edited July 14 by MSM_Alice 2
StealthBoy123 Posted July 14 Posted July 14 Odd question: I can't seem to make my boobs or butt bigger. It's just not applying to my character model at all. This is my current modlist, am I missing something? I've clicked batch build in bodyslide for each preset in FG, so I'm not sure Fallout 4_EnabledMods_20260714_130706.json
MSM_Alice Posted July 14 Author Posted July 14 (edited) 1 hour ago, StealthBoy123 said: Odd question: I can't seem to make my boobs or butt bigger. It's just not applying to my character model at all. This is my current modlist, am I missing something? I've clicked batch build in bodyslide for each preset in FG, so I'm not sure Fallout 4_EnabledMods_20260714_130706.json 25.07 kB · 0 downloads Assuming it is not disabled completely in the MCM, probably indeed something with how the bodyslide batch was run. Make sure the output from bodyslides survives and stays there and is not output in a temporary virtual folder that then just disappears. Does it work for other mods that change morphs? Edited July 14 by MSM_Alice
wayandean Posted July 14 Posted July 14 Is it possible to play this mod on an older save? I finished nukaride and wanted to start this but the scientist doesnt appear. I tried the force start and waited but nothing. Just to check I started a new game and it works just fine.
MSM_Alice Posted July 14 Author Posted July 14 (edited) 15 minutes ago, wayandean said: Is it possible to play this mod on an older save? I finished nukaride and wanted to start this but the scientist doesnt appear. I tried the force start and waited but nothing. Just to check I started a new game and it works just fine. In theory, yes, but in reality, it will be finicky. The mod is really meant to be started before you exit Vault 111 for the first time. There are just too many things that can be off if you activate it on an older save. Debugging all possible combinations of situations that can occur on an older save is enough to drive one crazy. Edited July 14 by MSM_Alice
wayandean Posted July 14 Posted July 14 58 minutes ago, MSM_Alice said: In theory, yes, but in reality, it will be finicky. The mod is really meant to be started before you exit Vault 111 for the first time. There are just too many things that can be off if you activate it on an older save. Debugging all possible combinations of situations that can occur on an older save is enough to drive one crazy. Well how can I make it start? I haven't done any of the main quests except for Out of time' the pre-requisit
MSM_Alice Posted July 14 Author Posted July 14 (edited) 1 hour ago, wayandean said: Well how can I make it start? I haven't done any of the main quests except for Out of time' the pre-requisit "Out of time" is precisely the quest I hook in to start things up. A series of things will not initialize and not check their status correctly if that one is already completed ( if it is just started but not completed, because and Brett picked you off from the vault entrance directly, then it might be fine). There are internal milestones and certain dialogues with Marina that are available or not based on when specific stages of that Out of Time quest,as they get completed. If that quest is already completed, that is why things do not automatically start up, and why some dialogues might play in reverse order. If you have already visited Concord and already entered the Museum, potentially already saved Preston, , this path is really not advisable. If you insist, then you can go to the start-up debug page in the MCM menu, go at the vault 111 exit platform, and press that force start button in my screenshot, in mcm, exit mcm, wait 8 seconds, see what happens. But then. after the first chat with Marina when she gifts you Joy, when prompted if you want procedural systems only or the story rail, if you had already visited Concord, then it would be better if you chose to skip the story rail and use only procedural systems only on that save. And expect optional quests, everything tied up to the road to concord and saving Preston, to potentially not work quite right and that was highly dependent on the OutOfTime quest stages. But overall, the procedural system might still work. If you never visited /discovered sanctuary, never met codsworth, never entered Concord, then it might work with the story rail still. Edited July 14 by MSM_Alice
wayandean Posted July 14 Posted July 14 37 minutes ago, MSM_Alice said: "Out of time" is precisely the quest I hook in to start things up. A series of things will not initialize and not check their status correctly if that one is already completed ( if it is just started but not completed, because and Brett picked you off from the vault entrance directly, then it might be fine). There are internal milestones and certain dialogues with Marina that are available or not based on when specific stages of that Out of Time quest,as they get completed. If that quest is already completed, that is why things do not automatically start up, and why some dialogues might play in reverse order. If you have already visited Concord and already entered the Museum, potentially already saved Preston, , this path is really not advisable. If you insist, then you can go to the start-up debug page in the MCM menu, go at the vault 111 exit platform, and press that force start button in my screenshot, in mcm, exit mcm, wait 8 seconds, see what happens. But then. after the first chat with Marina when she gifts you Joy, when prompted if you want procedural systems only or the story rail, if you had already visited Concord, then it would be better if you chose to skip the story rail and use only procedural systems only on that save. And expect optional quests, everything tied up to the road to concord and saving Preston, to potentially not work quite right and that was highly dependent on the OutOfTime quest stages. But overall, the procedural system might still work. If you never visited /discovered sanctuary, never met codsworth, never entered Concord, then it might work with the story rail still. Thank you for your efforts. When I first installed the mod I had never been to Sanctuary and never met Codsworth or been to Concord. The scientist wasn't there. I tried your force start and nothing. The installation should be good as its fine on new game. Maybe this might help. msma mod status -1. quest initialised 1, mod start approved by player 0. scientist 0
MSM_Alice Posted July 14 Author Posted July 14 11 minutes ago, wayandean said: Thank you for your efforts. When I first installed the mod I had never been to Sanctuary and never met Codsworth or been to Concord. The scientist wasn't there. I tried your force start and nothing. The installation should be good as its fine on new game. Maybe this might help. msma mod status -1. quest initialised 1, mod start approved by player 0. scientist 0 Unfortunately, there is not a lot to go on here.. The normal " New game" path is still the best way to go. 1
Mimirue17 Posted July 14 Posted July 14 (edited) 42 minutes ago, wayandean said: Thank you for your efforts. When I first installed the mod I had never been to Sanctuary and never met Codsworth or been to Concord. The scientist wasn't there. I tried your force start and nothing. The installation should be good as its fine on new game. Maybe this might help. msma mod status -1. quest initialised 1, mod start approved by player 0. scientist 0 it super easy to test, just start a new game (best results are ones you start in the vault as either Nora or as the option I stepped into the vault as the bombs fell if using start up redux mod) and upon exit you should get the Scientist (and duke if you have NR installed) and all the mods should load normally. The vault exit is in fact when almost everything loads in the game as is the best test for your load order and mod stability. If this works then you know that the mod functions and is simply not something you can start after finishing NR, which is kind of expected as it blocks the start of the main quest (as it needs sanctuary as it is at the start without the main quest starting) edit: it will however work fine if you start a new game - visit the scientist and then talk to Duke and chose your route. MSMA must be installed (and all its requirements) at the start of a new game for it to function. You do however not need to play it all the way, just speak to the scientist (NR and MSMA work very well together at the vault exit as they force you to do the scientist first then you can speak to Duke) Edited July 14 by Mimirue17 1
MSM_Alice Posted July 14 Author Posted July 14 Will eventually need more songs for mesmerize mode. Come A Little Closer Come A Little Closer (Mesmerize) .mp3 5
Tartarus the sauced Posted July 15 Posted July 15 (edited) 12 hours ago, MSM_Alice said: Will eventually need more songs @MSM_Alice Music is King! However I can't hear the music you provided. I have one radio mod Elvani's Track Pack for Diamond City Radio, https://www.nexusmods.com/fallout4/mods/5467 I get pop up's on screen telling me this song can't play when DC Radio is on but when no radio on I do not get the pop up's. What should I do to troubleshoot this? Thank You! P.S. Gotta say I love the music on the main page and how it is centered on the mod/wasteland as the above track. Bravo! Edited July 15 by Tartarus the sauced
MSM_Alice Posted July 15 Author Posted July 15 (edited) 1 hour ago, Tartarus the sauced said: @MSM_Alice Music is King! However I can't hear the music you provided. I have one radio mod Elvani's Track Pack for Diamond City Radio, https://www.nexusmods.com/fallout4/mods/5467 I get pop up's on screen telling me this song can't play when DC Radio is on but when no radio on I do not get the pop up's. What should I do to troubleshoot this? Thank You! P.S. Gotta say I love the music on the main page and how it is centered on the mod/wasteland as the above track. Bravo! Hello To hear the MSMA music 1. Make sure you have downloaded and installed all the required files from the main page ( 3 separate downloads, the required music pack, the required media pack, and the main mod) If you do not install these three, but just the mod file, the voices/music and a lot of media will be missing. You need all three. Don't worry the two media packs have the ESL ( light) plugins, so they don't count towards your total plugin limit count. Only the main mod ESP does. 2. Make sure you do no thave a pip boy radio radio station playing. All Pip-Boy station radios need to be off for you to hear the MSMA original music. If any pip boy radio station is on in your pip boy, then that will take precedence. 3. Make sure you have MSMA music enabled in the MSMA MCM. (should be ON by default, so only valid if you had turned it off) 4. Make sure you have your Vanilla Game music volume set on a high enough volume in your game's sound settings. (If I were a betting person, I would bet you had this on low or 0) Edited July 15 by MSM_Alice 1
wayandean Posted July 15 Posted July 15 So I keep on dropping my weapon. I assume it's part of this mod but I cant find it anywhere to disable that. I'm trying to play Im not a bimbo at first and I would like to use my guns too. Sometimes the gun wont fire at all outside of VATS eg the minigun (though Im not sure if thats related to this mod.
Tartarus the sauced Posted July 15 Posted July 15 2 hours ago, MSM_Alice said: Hello To hear the MSMA music 1. Make sure you have downloaded and installed all the required files from the main page ( 3 separate downloads, the required music pack, the required media pack, and the main mod) If you do not install these three, but just the mod file, the voices/music and a lot of media will be missing. You need all three. Don't worry the two media packs have the ESL ( light) plugins, so they don't count towards your total plugin limit count. Only the main mod ESP does. 2. Make sure you do no thave a pip boy radio radio station playing. All Pip-Boy station radios need to be off for you to hear the MSMA original music. If any pip boy radio station is on in your pip boy, then that will take precedence. 3. Make sure you have MSMA music enabled in the MSMA MCM. (should be ON by default, so only valid if you had turned it off) 4. Make sure you have your Vanilla Game music volume set on a high enough volume in your game's sound settings. (If I were a betting person, I would bet you had this on low or 0) You were right on track! I don't care for all the "Vanilla" music in the background so I always keep that on 0. I made level seven! Having fun with this, Thank You. One last question, when using the prostitution key the player can't service females, is that blocked or have I not discovered the right combination yet? A few Pics... Spoiler
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