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Posted (edited)
3 hours ago, Nea_Bessy said:

I would really like to leave MSMA as the only gameplay adult mod. But for this, I have enough of what SexHarrasment and Magno give me.

Namely, initiatives from the NPC. Are you planning to do something in this direction? Or is there already such an opportunity and I missed something?


Right now that is not in with friendlies.
It does happen a bit during infiltration if you hang around near pacified enemies, they eventually make demands, but there's no bespoke dialogue, just a popup telling you what is happening, prompting for accept/refuse, then actions happen .


Aside combat surrender/infiltration,  there are two ways I was thinking to eventually weave them in procedurally (procedurally-> not bespoke stories/quests where such things might happen as part of the story rail) 

1  - The social comments system,  eventually expanded to lead to npc suggesting things to the player, or even to attempt to do things against the player's will in certain conditions,  if the player appears vulnerable to the aggressors (but right now that is not in).
2. - The prostitution system in the remote shack " mishaps". There could be random encounters there, where both you and your customers might be surprised and put in danger by bad actors who happen to catch you in the remote shack. 


What's tricky for me to justify is,

- if this action is not really player-initiated,  why wouldn't the player just kill these aggressors via sexfight the second they do it, thus leading to settlements with lots of dead NPC, and a lot of theoretical justice-related loose ends :).
So then I need to have a system that spawns these aggressors, and not simply picks them from normal NPC, so that they are not missed when they are gone. 

- Have a believable explanation on why the other NPC from the settlement where you happen to be, are not intervening to stop these abuses from happening.  ( accepting that they would consider you killing them an act of self defense)


The only thing that is somewhat similar and is already in, is when cravings are ignored for a LONG time and the player, if high enough level bimbo, eventually loses their mind and initiates things with the closest NPC.
 

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


- if this action is not really player-initiated, why wouldn't the player just kill these aggressors via sexfight the second they do it, thus leading to settlements with lots of dead NPC, and a lot of theoretical justice-related loose ends :).
en I need to have a system that spawns these aggressors, and not simply picks them from normal NPC, so that they are not missed when they are gone.

- Have a believable explanation on why the other NPC from the settlement where you happen to be, are not intervening to stop these abuses from happening. ( accepting that they would consider you killing them an act of self defense)

 ?????????

What does aggression have to do with it? Why kill?

 

I mean ordinary peaceful prostitution.

And not only prostitution, but also flirting.

I would like these contacts to take place on the initiative of the NPC... Randomly,

 

The character looks sexually attractive and it is quite normal that the surrounding NPCs show interest in her and initiate a dialogue themselves.

 

I would like to have the opportunity to turn on the mode with a hot button, in which NPCs will periodically approach the character with a request for sex.

The frequency of approaches should be adjusted in MCM.

 

 

This feature is available in SexHarrasments (without aggression)... In Magno. In RSE. In BDH

I think this opportunity will be sorely missed by your beautiful mod.

Edited by Nea_Bessy
Posted (edited)
On 7/22/2026 at 9:27 PM, DarksideTinkerbell said:

You can slow down cravings quite proportionately, plus you can get cravings cured via Marina.

Can i know how to cure them ? because i think i missed something somewhere.

Edited by Ratzagal
Posted

Hello, 

 

My question or request is not groundbreaking or dire, just wanting to add a bit more compatibility between JBs mods and this one.

 

Admittedly I did not go through all 188 pages to search for the specific answer to my question regarding the "Hypersexual" tag that we use for our clothes & armor to assist with our sensitive Bimbo body.  I am curious if there are any considerations of granting the Nuka Ride and/or Commonwealth Slavers tags the same perk as the "Hypersexual" tag.  Many of the HN66, TRS, etc., are used by J.B. in his mods.  I was tagging several of the same outfits a couple of days ago, and I was like I darn near have 3 sets of the same clothes/armor pieces depending upon the Nuka Ride, or Commonwealth Slavers tags.  

 

As I am asking this, I am aware that it may be a slippery slope, but I figured it was worth inquiring over and perhaps knock out 2 birds with one stone.  Also, I don't want to turn off your "hypersexual" penalties as you placed the setbacks and difficulties in the system for a reason, otherwise it would be a cake walk to just bimbo around the wasteland without any consequences.

 

Thank you MSM_Alice for your phenomenal work.  I was slow to start a new playthrough as my old character was Level 138, unlocked all of the settlements throughout the game, but, your newer features are so DAMN good.  Love your work!!!!

Posted (edited)
6 hours ago, Ratzagal said:

Can i know how to cure them ? because i think i missed something somewhere.

Hello.
Managing craving-related aspects can be done via the craving-related configs/settings, most of which are grouped on the cravings page in the MSMA MCM.

When all is on default, the concept is that bimbo cravings, once installed, cannot be "cured".  They are there to be periodically "soothed" so they don;tproduce active effects, and don't prompt further bimbo level ups or cause loss of control.  On defaults,  they can only be managed, not "cured".

You can also manage the speed at which they install, you can manage if taking pauses makes progress towards the next craving intensity levlel roll back,  regress to a lower value and whatnot.
You can also use Codsworth as a quick way to manage cravings (provided he is not an active follower at the time, and was activated for this purpose via Marina).
You can also use consumables like the special synthethic jizz can from Marina to manage symptoms, if the cravings are already too bad and prevent you from being able to focus long enough to through a particular tough mission or quest.

IF you want to play the mod more like a mod about having sexfight as a tool to deal with enemies, but you want no potential cravings to install for doing so a lot, and you don't want to be managing the other corruption/craving related aspects, then you can turn cravings off altogether in the  MCM.
 

Edited by MSM_Alice
Posted (edited)
3 hours ago, nefer385 said:

Hello, 

 

My question or request is not groundbreaking or dire, just wanting to add a bit more compatibility between JBs mods and this one.

 

Admittedly I did not go through all 188 pages to search for the specific answer to my question regarding the "Hypersexual" tag that we use for our clothes & armor to assist with our sensitive Bimbo body.  I am curious if there are any considerations of granting the Nuka Ride and/or Commonwealth Slavers tags the same perk as the "Hypersexual" tag.  Many of the HN66, TRS, etc., are used by J.B. in his mods.  I was tagging several of the same outfits a couple of days ago, and I was like I darn near have 3 sets of the same clothes/armor pieces depending upon the Nuka Ride, or Commonwealth Slavers tags.  

 

As I am asking this, I am aware that it may be a slippery slope, but I figured it was worth inquiring over and perhaps knock out 2 birds with one stone.  Also, I don't want to turn off your "hypersexual" penalties as you placed the setbacks and difficulties in the system for a reason, otherwise it would be a cake walk to just bimbo around the wasteland without any consequences.

 

Thank you MSM_Alice for your phenomenal work.  I was slow to start a new playthrough as my old character was Level 138, unlocked all of the settlements throughout the game, but, your newer features are so DAMN good.  Love your work!!!!

Hello and thank you for the nice words! 

Conceptually, I did try to make MSMA and CS or NR play nicely (or at least not step on each other's toes),  but it is worth noting that

  • some of CS (some would say most of CS) is about loss of player agency and disempowerment, while MSMA has a part about using sexuality as a super-power, you have a disempowerment<->  empowermnt conflict.  They are a bit at odds conceptually.  While a CS slave, to avoid a cornucopia of aberrant situations,  most MSMA implant functions are not accesible /disabled. It is only during the repeatable "CS pet walk" quest when some things might work in your implant,  but it not free of quirks.  Normal functionality should resume once you are no longer a CS slave. 
  • NR "pornstar"  clothing should by default already count as level 2 hypersexual gear for MSMA, without any special work being needed on any of those items.
  • Tattoos and piercings are still managed separately. ( Marina and the MSMA bimbo implant do not " see" any tattoos or piercings placed by NR's Music Tattoo Shop)
  • Skin cleaning products from NR I think should be seen and should work as cleaning items for bio juices for MSMA too.
  • Worth noting that any clothing from any mod, that has the ballistic weave mod slot on it, can be made into Hypersexual gear for MSMA. Just go to  Marina, and in her service menu you can outright buy a hypersexual clothing mod (will cost about 4 bimbo points and will be tuned for your bimbo level at the time of the purchase), .  Then install said hypersexual clothing mod into any clothing that you want to use (that has the ballistic weave slot)  at any armor workbench. Done!   If you want to roleplay a bimbo who is incapable of using an armor workbench at all, there is a way to auto add the mod by using Marina's blue trunk via her  "transform my item" functionality, by afterplacing it it in the blue trunk ( no need to buy the separate armor mod in this case)...   but be aware that some special mods/slots/attributes that you mighthave had on the "transmogrified" item rmight be reset as well in this process. 



 

Edited by MSM_Alice
Posted (edited)

hello want to ask does sexfight reduce the sex duration time whenever u answered it correctly? if so can it be disabled?

Edited by woodrealmelf
Posted
1 hour ago, woodrealmelf said:

hello want to ask does sexfight reduce the sex duration time whenever u answered it correctly? if so can it be disabled?

Yes, you can turn off  the auto cooker.  or "auto exit scene when all enemies are cooked" 
It is called "orgasm intensity based auto exit" in the MCM I think it is on the sexfight page.

Posted
1 hour ago, MSM_Alice said:

Yes, you can turn off  the auto cooker.  or "auto exit scene when all enemies are cooked" 
It is called "orgasm intensity based auto exit" in the MCM I think it is on the sexfight page.

thank you very much

Posted
Just now, woodrealmelf said:

thank you very much

ah wait i mean for every success on answering the sexfight it kinda reduce the duration of the scene right making it more faster the end the animation, tho if mind is broken is that a different thing? coz there are times that the scene ends quickly and sometimes it doesnt. i only want not to lessen the duration but still sexfight is active

Posted (edited)
2 hours ago, woodrealmelf said:

ah wait i mean for every success on answering the sexfight it kinda reduce the duration of the scene right making it more faster the end the animation, tho if mind is broken is that a different thing? coz there are times that the scene ends quickly and sometimes it doesnt. i only want not to lessen the duration but still sexfight is active

MSMA does not progressively reduce the duration of scenes.

It is either
- scene at full length (that is the length decided by the mod that started the scene - whichever it might be) 
- scene with quick-end: end when every enemy is "cooked" (if sexfight was on). 

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:

scene with quick-end: end when every enemy is "cooked" (if sexfight was on). 

oh i guess this one coz the if all of them cooked suddenly finish and last time i ask if possible when galatic or greater orgasm activated change sex position

Posted
1 hour ago, woodrealmelf said:

oh i guess this one coz the if all of them cooked suddenly finish and last time i ask if possible when galatic or greater orgasm activated change sex position

The optional change position due to intense climaxes can mess with the original timing, yes, but you'll only  notice that if they combine, namely: 
- auto change position on intense climax is set to ON
- exit  on "cooked" is OFF 


Neither of them are set as such by default, but you might have toggled them to that position.

Posted
On 7/31/2026 at 11:52 PM, MSM_Alice said:

Hello and thank you for the nice words! 

Conceptually, I did try to make MSMA and CS or NR play nicely (or at least not step on each other's toes),  but it is worth noting that

  • some of CS (some would say most of CS) is about loss of player agency and disempowerment, while MSMA has a part about using sexuality as a super-power, you have a disempowerment<->  empowermnt conflict.  They are a bit at odds conceptually.  While a CS slave, to avoid a cornucopia of aberrant situations,  most MSMA implant functions are not accesible /disabled. It is only during the repeatable "CS pet walk" quest when some things might work in your implant,  but it not free of quirks.  Normal functionality should resume once you are no longer a CS slave. 
  • NR "pornstar"  clothing should by default already count as level 2 hypersexual gear for MSMA, without any special work being needed on any of those items.
  • Tattoos and piercings are still managed separately. ( Marina and the MSMA bimbo implant do not " see" any tattoos or piercings placed by NR's Music Tattoo Shop)
  • Skin cleaning products from NR I think should be seen and should work as cleaning items for bio juices for MSMA too.
  • Worth noting that any clothing from any mod, that has the ballistic weave mod slot on it, can be made into Hypersexual gear for MSMA. Just go to  Marina, and in her service menu you can outright buy a hypersexual clothing mod (will cost about 4 bimbo points and will be tuned for your bimbo level at the time of the purchase), .  Then install said hypersexual clothing mod into any clothing that you want to use (that has the ballistic weave slot)  at any armor workbench. Done!   If you want to roleplay a bimbo who is incapable of using an armor workbench at all, there is a way to auto add the mod by using Marina's blue trunk via her  "transform my item" functionality, by afterplacing it it in the blue trunk ( no need to buy the separate armor mod in this case)...   but be aware that some special mods/slots/attributes that you mighthave had on the "transmogrified" item rmight be reset as well in this process. 



 

Wow, I should have known that you had already implemented those features.  Also, you helped me understand what the heck happened during my older playthrough.  I kept wondering why QoHs was not interested in my sex slave activities.  I figured it was something I screwed around with in the settings.  

 

Couple more ideas that came to mind as I was playing:

 

Wanted to see if you will have QoHs recognize when we are engaging in female npcs?  There are female raiders and gunners that tend to join the party.  Figured the QoHs could say something about their tongues and other anatomy.  I wonder if QoHs could comment on a female npc about to gush, or that her scent, taste or 'love juices' are intoxicating or that it arouses the player that much more. 

 

I know that QoH's will comment on the player needing to take a shower, saying that the dirt of her skin....etc. How would you feel about the QoH commenting on the player's smell, saying something about her being musty or that her nether regions may need more attention.  Perhaps telling the player that she could at least do a "whore's bath."  I figured that it would give a bit more variation to her dialogue and make it more awkward.  QoH's commenting that the player is starting to smell as bad as the raiders/supermutants/wastelanders, at various times.  Anyway, I'd imagine that engaging with others in a post-apocalyptic wasteland would be torturous on our sense of smell.

Posted (edited)
1 hour ago, nefer385 said:

Wow, I should have known that you had already implemented those features.  Also, you helped me understand what the heck happened during my older playthrough.  I kept wondering why QoHs was not interested in my sex slave activities.  I figured it was something I screwed around with in the settings.  

 

Couple more ideas that came to mind as I was playing:

 

Wanted to see if you will have QoHs recognize when we are engaging in female npcs?  There are female raiders and gunners that tend to join the party.  Figured the QoHs could say something about their tongues and other anatomy.  I wonder if QoHs could comment on a female npc about to gush, or that her scent, taste or 'love juices' are intoxicating or that it arouses the player that much more. 

 

I know that QoH's will comment on the player needing to take a shower, saying that the dirt of her skin....etc. How would you feel about the QoH commenting on the player's smell, saying something about her being musty or that her nether regions may need more attention.  Perhaps telling the player that she could at least do a "whore's bath."  I figured that it would give a bit more variation to her dialogue and make it more awkward.  QoH's commenting that the player is starting to smell as bad as the raiders/supermutants/wastelanders, at various times.  Anyway, I'd imagine that engaging with others in a post-apocalyptic wasteland would be torturous on our sense of smell.

Thank you for sharing these thoughts.

They are interesting ideas and I will absolutely make a note of them in my notes. 

Unfortunately, I haven't gotten to explore same sex relationships in MSMA yet, not to the depth that I would like, and with the nuance I would like. 
When that is built I want it to feel a bit different, I don't want it to be "the same vibe but with a different voice". Needs to be a bit different beyond the obvious surface. 
And yet there are so many "stubs" that need to grow into proper feature branches, even if only considering the functionality with males... I fear the spread focus would mean nothing ever gets finished head to toe.


Last month (or two months If I am totally  honest) I've been in a bit of creative lull for MSMA (that's why I am spending more time on music for it than actual features) for three reasons
- I needed to re-focus on the job and house, and my health at least until I figure out a way for the work I put in this spicy mod to put food on the table,

- Some aspects that I put in the mod, the trauma and abuse on the more extreme choices/scenarios,  they take a mental toll on me. I can't do that without some of that "corruption" getting to me and troubling my thoughts, even if it is "only a game".
- I need to figure out a better way to make sure that what this mod does for people playing it is overall worthwhile and ultimately positive, and that in some way it does do something that transcends  "see cheeks clapped" on repeat.   Right now I feel I am not completely true to that goal. Not in this interim state. Maybe I'm lying to myself that can be done at all. A spicy kind of lie, if you will.
Maybe that can only come with building and releasing more of the story rail, more characters and more dialogue, where those character offer their opinion on ... life and things..., and so far I've overstayed in the realm of "procedural mechanics" too much.   But there's so much yet to build there, for the "gameplay edifice" to be able to be better and stand better.
I don't know if people realize how much of my own thoughts on mental health challenges I distill in some of these songs :) . This for instance tangentially touches on being weary of low dosage antipsychotics, especially if not really needed and mis-prescribed. 

 

 

 not all need to be taken seriously, some are spicy cheeze for the sake of spicy cheeze :D. 


 

Edited by MSM_Alice
Posted
12 hours ago, MSM_Alice said:

Thank you for sharing these thoughts.

They are interesting ideas and I will absolutely make a note of them in my notes. 

Unfortunately, I haven't gotten to explore same sex relationships in MSMA yet, not to the depth that I would like, and with the nuance I would like. 
When that is built I want it to feel a bit different, I don't want it to be "the same vibe but with a different voice". Needs to be a bit different beyond the obvious surface. 
And yet there are so many "stubs" that need to grow into proper feature branches, even if only considering the functionality with males... I fear the spread focus would mean nothing ever gets finished head to toe.


Last month (or two months If I am totally  honest) I've been in a bit of creative lull for MSMA (that's why I am spending more time on music for it than actual features) for three reasons
- I needed to re-focus on the job and house, and my health at least until I figure out a way for the work I put in this spicy mod to put food on the table,

- Some aspects that I put in the mod, the trauma and abuse on the more extreme choices/scenarios,  they take a mental toll on me. I can't do that without some of that "corruption" getting to me and troubling my thoughts, even if it is "only a game".
- I need to figure out a better way to make sure that what this mod does for people playing it is overall worthwhile and ultimately positive, and that in some way it does do something that transcends  "see cheeks clapped" on repeat.   Right now I feel I am not completely true to that goal. Not in this interim state. Maybe I'm lying to myself that can be done at all. A spicy kind of lie, if you will.
Maybe that can only come with building and releasing more of the story rail, more characters and more dialogue, where those character offer their opinion on ... life and things..., and so far I've overstayed in the realm of "procedural mechanics" too much.   But there's so much yet to build there, for the "gameplay edifice" to be able to be better and stand better.
I don't know if people realize how much of my own thoughts on mental health challenges I distill in some of these songs :) . This for instance tangentially touches on being weary of low dosage antipsychotics, especially if not really needed and mis-prescribed. 

 

 

 

 not all need to be taken seriously, some are spicy cheeze for the sake of spicy cheeze :D. 


 

Thank you for sharing!!!!!  I absolutely have no idea how you, JB and prior to you guys Flashy JoeR are able to touch on some very serious and times dark and extremely traumatic subjects.  Admittedly for me I had a very, very hard time playing Commonwealth Slavers in the beginning, because it was so WILD!  So, for those of you who are writing, rewriting, implementing, tweaking, and refining these mods day after day....I can imagine the toll it could take.  Listen, of how much we love your mod, your work, YOU have to come FIRST!  Do not allow yourself to get trapped into anything.  Give yourself some real breathing room, step away as long as you need.  Most likely it would end up making it better and probably easier for you upon your return.  Your ideas and some of your current objectives for the mod may blossom even more after you have taken some time for yourself, your loved ones, etc.  Not trying to come off preachy in anyway, but without you there is no MSMA, etc., so don't sacrifice anything of yourself for a project that should be happy and rewarding for you.  Okay, enough "helicopter mom" please, seriously take care of yourself.  We will be here.

Posted
On 7/29/2026 at 5:31 PM, MSM_Alice said:

Seems your  LL_fourPlay dll . version might be still the old one, old from 161 beta, and not a present-day one.
Updating that dll to a present day one, and starting a new game should do it.

I sarted a new game, and that fixed it. I also replaced the LL_fourPlay.dll in the game core directory with a new version which came with new AAF, though not sure if it changed anything.

Anyway, thanks for your help! 

Posted (edited)

Putting this here as it needs more testing before going on the main page. 
In theory it should be upgradable mid-playthrough
 

Reminder:  Garden Of Eden Papyrus extender is required now (needed to be able to work with vats targets). 

Garden of Eden Papyrus Script Extender at Fallout 4 Nexus - Mods and community

 



1.130

- Added 21 new music tracks, and inserted them in various music play conditions 
- When mesmerizing an enemy target (SexFight button in VATS when target is selected ), some mesmerizing-related music should now play
- When Bimbo-boosting a Follower, some follower boosting music should now play (not generic prostitution music like before)
- When abusing the the QOH ultimate skill and reactivating it while it is still on cooldown,  progressively more intense/various versions of the "Running Hot" music track should play (total 6 levels). Resets when skill cools down.

MSMA_Required_MusicSoundsModelsTextures_v2.zip MSMA_Latest_Main_Act1_[In_Development_1_130].zip

Edited by MSM_Alice
Posted (edited)

1.131 In-development  build and 12_6 Stable version (they are one and the same on this  release)  now live on the main page. 

Aggregated changelog ( since last main page release): 




August 5th
 

Reminder:  Garden Of Eden Papyrus extender is required now (needed to be able to work with vats targets). 

Garden of Eden Papyrus Script Extender at Fallout 4 Nexus - Mods and community


Mid-playthrough update should be okay, if you install GoE papyrus extender before the update (not after).  If oddities, new game is the best path.
 

  • Added 21 new music tracks and their play conditions
  • Updated the two Media resources zip files (it is best you update them both aside the main mod zip file, but if not,  at least the second one, as that one holds most of the new music).
  • Added some fallback checks for the bug with the odd destination teleport when returning from the prostitution shack (if occurring, should now 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 an 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 enemy 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 version, there are no varied dialogue scenes leading to different outcomes in this mesmerize flow (yet).
    • When mesmerizing an enemy target (SexFight button in VATS when target is selected ), some mesmerizing-specific music should play.
  • New MCM category setting called MSMA SexCraft, separate page where all Infiltration, Surrender and Mesmerize settings are grouped (no longer in "General settings" section)
  • When Bimbo-boosting a Follower, some follower boosting music should now play (not generic prostitution music like before)
  • When abusing the QOH ultimate skill and reactivating it while it is still on cooldown,  progressively more intense/various versions of the "Running Hot" music track should play (total 6 levels). Resets when skill cools down.
  • Added a new way to cancel a mis-initiated prostitution flow
  • The Text notification when the "current enemy is beyond your seffight skill level", now is a bit different depending on whether the enemy is too difficult not because they are really tough, but because of the pre-existing exhaustion build up caused by length of the current sex spree,  (but otherwise would have been within your skill).
Edited by MSM_Alice
Posted

hello question will you do collab with SH+ for social comments or does MSMA have initiate approach too? and also hoping can maybe reply to some male approaching pc to comment to initiate some scenes, is that possible?

Posted (edited)

August 6th patch1.1400 and stable version 12_7: a patch to address some edge case of the new mesmerise manager not initialising on a new game, and mistakenly not working for non-humans but still highly sentient (Robots, supermutants).
Now also has a mesmerize cost preview and cost notification.

 Can be updated mid-playthrough.

Edited by MSM_Alice

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