JemappelleRedacted Posted Sunday at 02:33 AM Posted Sunday at 02:33 AM 9 hours ago, MSM_Alice said: Did you manually increase the Supermutant max per scene in the MCM settings, without having supporting animations? Nope, as always I try and run default settings to better help troubleshoot. Repeat just now, pulled with UltraLewd call and had target +5 reported as called, but a MutHound also ran up for a total of 7 actors. Anim 1 of 2 went fine, cooked and aborted manually, saw an SEU error 4 which probably cancelled anim 2. Mesmerise gave up, they wandered off and cancelled Infiltration mode without any comments or popups from QoH about Mesmerise success or failure. Log available, but it's ugly due to the sheer age of the save and that goddamn Fire Support bug spamming the log! Second try after reloading earlier save, same approach, called target +8 and after timeout have 9 SM and a hound waiting. Perpetual 10sec antistall loop>pushing 3/3>10sec Antistall. May as well have the log for both, apologies if it turns out to be undreadable. Early impressions are the default costs are unnaturally punitive: high sneak, admittedly long range spotting at the array shreds all stats (9 Esteem, 16 Will, Addiction 15 and CVT for UltraLewd walking call) before trying to get Sexfight bonuses from High Jizz and High Fetish (15 Addiction and CVT each). To be fair, this character IS B7 and Heather Casdin still married her (if only to keep her alive and make sure the bimbo doesn't get lost in every single camp she encounters) so the CVT and Addiction increases are but a drop in the extremely horny cumbucket at this point 😅 Off to try the nearby raider camp, see if that's any better! Papyrus.0.log
MSM_Alice Posted Sunday at 05:26 AM Author Posted Sunday at 05:26 AM 2 hours ago, JemappelleRedacted said: Nope, as always I try and run default settings to better help troubleshoot. Repeat just now, pulled with UltraLewd call and had target +5 reported as called, but a MutHound also ran up for a total of 7 actors. Anim 1 of 2 went fine, cooked and aborted manually, saw an SEU error 4 which probably cancelled anim 2. Mesmerise gave up, they wandered off and cancelled Infiltration mode without any comments or popups from QoH about Mesmerise success or failure. Log available, but it's ugly due to the sheer age of the save and that goddamn Fire Support bug spamming the log! Second try after reloading earlier save, same approach, called target +8 and after timeout have 9 SM and a hound waiting. Perpetual 10sec antistall loop>pushing 3/3>10sec Antistall. May as well have the log for both, apologies if it turns out to be undreadable. Early impressions are the default costs are unnaturally punitive: high sneak, admittedly long range spotting at the array shreds all stats (9 Esteem, 16 Will, Addiction 15 and CVT for UltraLewd walking call) before trying to get Sexfight bonuses from High Jizz and High Fetish (15 Addiction and CVT each). To be fair, this character IS B7 and Heather Casdin still married her (if only to keep her alive and make sure the bimbo doesn't get lost in every single camp she encounters) so the CVT and Addiction increases are but a drop in the extremely horny cumbucket at this point 😅 Off to try the nearby raider camp, see if that's any better! Papyrus.0.log 5.25 MB · 0 downloads Thank you. The log IS useful. I am seeing a scene init error 3, which isthown that thereis no location-based animation with that combination of actors available on the system. I will look into it. If you can, enable debug info for Mesmerize. I think it allows that popup to show all the scene actor groups that Mesmerize sets up before each scene that it tries to start. Do you see any invalid scenes with like 3 SM actors? I might have an error there that tries to set up "illegal" headcount scenes. Also, it might be that SEU tries to take over and creates a new scene with some of the actors in waiting, making them unavailable for Mesmerize. Right now I am not guarding against thepossibility ofother mods taking the mesmerized actors after they've been mesmerized, and trying to start a scene with them in the interim. Will investigate.
MSM_Alice Posted Sunday at 05:49 AM Author Posted Sunday at 05:49 AM 3 hours ago, JemappelleRedacted said: Nope, as always I try and run default settings to better help troubleshoot. Repeat just now, pulled with UltraLewd call and had target +5 reported as called, but a MutHound also ran up for a total of 7 actors. Anim 1 of 2 went fine, cooked and aborted manually, saw an SEU error 4 which probably cancelled anim 2. Mesmerise gave up, they wandered off and cancelled Infiltration mode without any comments or popups from QoH about Mesmerise success or failure. Log available, but it's ugly due to the sheer age of the save and that goddamn Fire Support bug spamming the log! Second try after reloading earlier save, same approach, called target +8 and after timeout have 9 SM and a hound waiting. Perpetual 10sec antistall loop>pushing 3/3>10sec Antistall. May as well have the log for both, apologies if it turns out to be undreadable. Early impressions are the default costs are unnaturally punitive: high sneak, admittedly long range spotting at the array shreds all stats (9 Esteem, 16 Will, Addiction 15 and CVT for UltraLewd walking call) before trying to get Sexfight bonuses from High Jizz and High Fetish (15 Addiction and CVT each). To be fair, this character IS B7 and Heather Casdin still married her (if only to keep her alive and make sure the bimbo doesn't get lost in every single camp she encounters) so the CVT and Addiction increases are but a drop in the extremely horny cumbucket at this point 😅 Off to try the nearby raider camp, see if that's any better! Papyrus.0.log 5.25 MB · 1 download Confirmed, there are cases when the limit slips and I am setting up impossible headcount scenes 1
Hehe678 Posted Sunday at 05:52 AM Posted Sunday at 05:52 AM Hi, is it possible to add a cooldown whenever you use the dildo function so that it cannot be spammed. If it is not something you want to implement that is fine
MSM_Alice Posted Sunday at 06:05 AM Author Posted Sunday at 06:05 AM 12 minutes ago, Hehe678 said: Hi, is it possible to add a cooldown whenever you use the dildo function so that it cannot be spammed. If it is not something you want to implement that is fine The idea of having a dildo cooldown did go through my head. I'll put it on the list. Same for a de-bimbo school cooldown.
Hehe678 Posted Sunday at 06:13 AM Posted Sunday at 06:13 AM 4 minutes ago, MSM_Alice said: The idea of having a dildo cooldown did go through my head. I'll put it on the list. Same for a de-bimbo school cooldown. Ok, looking forward to it
JemappelleRedacted Posted Sunday at 06:53 AM Posted Sunday at 06:53 AM 1 hour ago, MSM_Alice said: If you can, enable debug info for Mesmerize. Target had a buddy...scan found 10. 11 race consistent added 1 second row observer Player total scene count 3 Scene0 length is 4 Scene 1 length 2 scene 2 length 7 3 scenes 11 aggressors Stuck in a Scene init status 4 loop. Culled log incoming 1 hour ago, MSM_Alice said: SEU tries to take over Nearly certain SEU is just the only addon that prints SceneInitStatus errors to the screen, not trying to hijack (since the whole point of SEU is adding hotkeys to start AAF scenes). Papyrus.0.log
Rhivens_ Posted Sunday at 10:24 AM Posted Sunday at 10:24 AM Hi, I found a small but reproducible issue in the Sanctuary/Wedge quest. The problem occurs in the quest given by Sturges in Sanctuary, the one that sends the player to talk to Wedge. Right after speaking with Wedge, the 4-person gangbang scene with the player, Ticket, Vicks and Piete does not start. With NAF + NAF Bridge, the scene fails with: StartScene failed: Provided position ID is not installed or not available for provided combination of actors. After tracing the call in MSMA_Min01Bimbo.psc, I found that MSMA calls: SC-4p-Human-Floor01-03Gangbang while the position generated/available in NAF is: SC-4P-Human-Floor01-03Gangbang The only difference is the lowercase p vs uppercase P. I patched the compiled script by changing: SC-4p-Human-Floor01-03Gangbang to: SC-4P-Human-Floor01-03Gangbang and the scene started correctly immediately afterward. So the issue appears to be just a case-sensitive typo in the position ID inside MSMA_Min01Bimbo.psc. Hope this helps. 🙂 1
MSM_Alice Posted Sunday at 08:24 PM Author Posted Sunday at 08:24 PM (edited) 13 hours ago, JemappelleRedacted said: Target had a buddy...scan found 10. 11 race consistent added 1 second row observer Player total scene count 3 Scene0 length is 4 Scene 1 length 2 scene 2 length 7 3 scenes 11 aggressors Stuck in a Scene init status 4 loop. Culled log incoming Nearly certain SEU is just the only addon that prints SceneInitStatus errors to the screen, not trying to hijack (since the whole point of SEU is adding hotkeys to start AAF scenes). Papyrus.0.log 140.3 kB · 0 downloads I have fixed a bunch of other issues and will have a new version with improvements, but this particular issue with oversized SMscenes was happening because I was initializing the variables with too high a number. (I was using the human headcount of 9 for all) In MCM, I had the correct limits, just not in the initial variable values in the ESP If you want to fix it on the old version, in the console run Set MSMA_setting_MesmeMaxGroupSM to 2 Set MSMA_setting_MesmeMaxGroupOther to 1 Set MSMA_setting_MesmeMaxGroupAutomaton to 1 The version that I am cookingnow should autocorrect Edited Sunday at 08:25 PM by MSM_Alice 1
MSM_Alice Posted Sunday at 10:12 PM Author Posted Sunday at 10:12 PM (edited) To test ahead of me putting them on the main page. (use whichever you prefer; they are virtually the same) 1.1570 and 13_1 Stable Mid-playthrough upgrade should be good, as long as you don't do it mid-infiltration or mid-mesmerize. Changelog: Added Configurable Cooldown for the 4 magic dildos. MCM values to configure how the cooldowns work, and if they increase or decrease with bimbo level. They can have longer cooldowns if they were used hastily, with side effects, and shorter cooldowns if used slowly, without side effects. Added configurable cooldown for the DeBimbo School Fixed a bunch of things about mesmerize ( supermutants and automatons should be correctly portioned now @JemappelleRedacted) . Added more checks to prevent the companion or infiltration team members from going aggro when they should have stayed put, or limiting maximum enemy participants to 40 for performance reasons. Teleports to player for straggles should be more elegant; if any of the valid enemies in the front row had made it to the player before the teleport timeout condition, the others will teleport to them, and not on top of the player position anymore, making for a more elegant layout. Initial cost is also configurable with MCM scaler @JemappelleRedacted Added even more configurable values in MCM for what chunks QOH comments on in relation to Sex Sprees @Nea_Bessy Added new functionality of the sex fight button: outside of sexfight, and outside of combat, when pressed it acts as a "shut up" button for QOH, it cuts short the current QOH diatribe (if Qoh is talking, and if nothing else is happening) @Nea_Bessy Added optionto allowmesmerize to start even when QOH is talking. If the player is ever stuck in an invisible dialogue scene, pressing the SexFight button should also offer an option to get that situation sorted out. Unified the name of the 3 types of hairdo tiers and 3 types of makeup tiers at Marina (they had slightly different names in the Implant menu status window,, and in Marina's menu) . @SimpleDude Changed the second skill on the Airhead Bimbo path; it no longer provides 100 Golden tickets in bulk. It provides one ticket. But whenever midnight strikes and you have 0 Golden tickets, it will then give you another Golden ticket. This can repeat indefinitely, but no more than one ticket per day will be given, and not while you have more than one. (in theory) Corrected a bug specific to NAF caused by a lowercase vs uppercase typo in an animation name in Wedge's quest, when going to WEdge for extra materials for the generator and antenna. @Rhivens_ See main page. Edited Monday at 02:02 PM by MSM_Alice 3
MSM_Alice Posted Monday at 02:02 PM Author Posted Monday at 02:02 PM August 31st 1.1571 ( on main page) Mid-playthrough upgrade should be good, but the new spree statistics/history won't be correct unless you start a new playthrough. Or accept they are only tracked correctly from the upgrade moment on) Changelog: Corrected a bug in mesmerize, "dialogue". Berating /badmouthing the enemy clawed back willpower and self-esteem but did not reduce sex addiction. This is corrected now. Added a spree-specific section (in the Vcard Menu). This appears after the first spree was completed and evaluated. QOH's bimbo point awards for sex sprees were reversed; she would award 1 point for the intense one and two points for the regular ones. This has now been corrected.
JemappelleRedacted Posted Tuesday at 02:13 AM Posted Tuesday at 02:13 AM On 8/31/2026 at 8:12 AM, MSM_Alice said: supermutants and automatons should be correctly portioned Limited sample size, but it ran perfectly for 2 camps. Ignored the Floater, and the poor Hound was stuck watching rather than joining in but that's fair I guess...given how horny the critters in the wasteland are, feels like you should be able to mesmerise non/semi-sentients but that's just me. Actually, now that I think of it I need to try the estates to see if the Behemoths gets in on the action. May work on boxed Protectrons too, I didn't tweak the options to allow friendly targets. 🤔 Other notes: Pretty sure social comments are picking up Commonwealth Captives and dragging them off their furniture which is not ideal (and for Raider Pet scenarios is making the poor, barely holding together scripts confused lol). May be interfering with Raider Pet comments in DC that lead to a scene I can't get to run, but given the multiple third and fourth hand patches involved I'm inclined to say its not an MSMA problem. I don't know about anyone else, but in order to get the cost down in Mesmerise I've been stealthing to get closer (with limited results for some stupid reason, clearly my girl's charm IS too loud!), and noticed a distinct lag/lack of feedback on non-viable targets (mostly "is not loaded", but only after exiting vats), and trying to Bimboscope them to see if it's script lag sets off the mesmerise random target option instead. This will probably be more of an issue later (or on newer characters) when Bimboscope+targeted "taunt" topic choices are much more impactful. Also I've been on an Icarus and Dead Island 2 binge, and I really wish some of those systems were available in FO4...open world craft, primitive weapons, distraction devices, dangerous terrain, all that good stuff would be incredible with MSMA. Alas, I have to settle for my Icarus prospector listening to Rad Glow Babe on her suits comm system 😭 1
MSM_Alice Posted Tuesday at 04:17 AM Author Posted Tuesday at 04:17 AM (edited) 2 hours ago, JemappelleRedacted said: Limited sample size, but it ran perfectly for 2 camps. Ignored the Floater, and the poor Hound was stuck watching rather than joining in but that's fair I guess...given how horny the critters in the wasteland are, feels like you should be able to mesmerise non/semi-sentients but that's just me. Actually, now that I think of it I need to try the estates to see if the Behemoths gets in on the action. May work on boxed Protectrons too, I didn't tweak the options to allow friendly targets. 🤔 They won't for now. I put those kinds of enemies ( Hounds, Dogs, Behemoths- essentially non-talking allies of your enemies) in a secondary pool that, for now, I do not touch ( butthey do already play a part in threat score assessment) . I do not want to trivialize the outrageousness of spicy interactions with them. I am thinking that in certain conversation paths, where you really annoy the enemies ( or they really consider you as super-duper dangerous,) there can be a path where the second-row enemies get more closely involved. But not necessarily by default. And it will also matter what settings you have in mcm in regards to MSMA outrageousness/bestiality. There's that three-tier setting: 0- the mod should never do it, 1- player chooses if it happens or not, 3- enemies might make that decision if they take the option away from the player and force that on the player because of their own reasoning. Quote Other notes: Pretty sure social comments are picking up Commonwealth Captives and dragging them off their furniture which is not ideal (and for Raider Pet scenarios is making the poor, barely holding together scripts confused lol). May be interfering with Raider Pet comments in DC that lead to a scene I can't get to run, but given the multiple third and fourth hand patches involved I'm inclined to say its not an MSMA problem. I should probably do some custom work to filter them out. Will see if mod puts a keyword on them or something. Maybe even turn MSMA social comments them off if raider pet is running? Quote I don't know about anyone else, but in order to get the cost down in Mesmerise I've been stealthing to get closer (with limited results for some stupid reason, clearly my girl's charm IS too loud!), and noticed a distinct lag/lack of feedback on non-viable targets (mostly "is not loaded", but only after exiting vats), and trying to Bimboscope them to see if it's script lag sets off the mesmerise random target option instead. This will probably be more of an issue later (or on newer characters) when Bimboscope+targeted "taunt" topic choices are much more impactful. The set of validation operations can take a bit of time, is not necessarily script lag. Some operations can take a bit of waiting, and that wait can take a long time in VATS slow time, so I need to do only those checks at a later stage after VATS is closed. Maybe the combo of Sneak + SafeSexFight key is not a good combo for a surefire on the targetless "mesmerize random target" action. Maybe I should put this action as an entry in the bimboskope menu instead, but only appears in that context. Initial call Cost in mesmerize, has MCM scale setting now. Quote Also I've been on an Icarus and Dead Island 2 binge, and I really wish some of those systems were available in FO4...open world craft, primitive weapons, distraction devices, dangerous terrain, all that good stuff would be incredible with MSMA. Alas, I have to settle for my Icarus prospector listening to Rad Glow Babe on her suits comm system 😭 :D. Thank you fo the gameplay feedback, super useful. Edited Tuesday at 04:26 AM by MSM_Alice 1
JemappelleRedacted Posted Tuesday at 11:02 AM Posted Tuesday at 11:02 AM 5 hours ago, MSM_Alice said: I should probably do some custom work to filter them out. Will see if mod puts a keyword on them or something. Maybe even turn MSMA social comments them off if raider pet is running? Honestly, it's on the player if they leave it on during RP...and the system is fragile enough that it may not help anyway, so Caveat Emptor 🤷♂️ 5 hours ago, MSM_Alice said: The set of validation operations can take a bit of time, is not necessarily script lag. Some operations can take a bit of waiting, and that wait can take a long time in VATS slow time, so I need to do only those checks at a later stage after VATS is closed. Maybe the combo of Sneak + SafeSexFight key is not a good combo for a surefire on the targetless "mesmerize random target" action. Maybe I should put this action as an entry in the bimboskope menu instead, but only appears in that context. Initial call Cost in mesmerize, has MCM scale setting now. Fair, but I tend to see a lot of script lag in my loadout anyway so it was a reasonable assumption, and it just happened to run into that fringe case. Maybe add it to the Implant menu, VATS+Implant, or Stealth+Implant? Scoping tends to suggest a directed call, but asking QoH to psychic-scream for a target makes more sense to me.
MSM_Alice Posted Wednesday at 01:49 AM Author Posted Wednesday at 01:49 AM New test version : 1.1580 Mid-playthrough upgrade should be possible. - Support for the latest Captive Tattoos / Slave Tattoos 4.1 - A few flow changes on " targetless" mesmerize and bimboskope in vats. - Captives from Commonwealth captives should no longer take part in social comments or be target for Craving-based loss of control, while they are tied up on crosses and whatnot. - Some improvements on spree reporting - some under-the-hood foundational work for other features. MSMA_Latest_Main_Act1_[In_Development_1_1580].zip 1
nefer385 Posted Wednesday at 05:51 AM Posted Wednesday at 05:51 AM Hi MSM_Alice, Hope you're doing well. I have a question regarding the current extent of the Main Story. After helping Preston and getting Viggo to secure the first settlement, I get the message that the main story has proceeded too far and that I would need to save at this point and use any saves prior to access any future patches. I am inquiring because my first very long playthrough, I thought that I had screwed up somewhere due to me recruiting most of the vanilla companions prior to going to Concord (I typically recruit Preston after I have recruited Cait, Piper, MacCready, Strong, etc.) However, when I went back to a very early save, I went straight through the linear progression of going to Concord and completing the Museum questlines (through the direction of MSMA and QoH), yet I got the same message once I began to notify Preston that the 1st settlement has decided to join the Minutemen. The message wasn't clear to me as to whether I screwed anything up on my end and derailed the MSMA story function to progress, or if this is just currently where the story of the mod is on hold temporarily? As I am under the impression after doing a 2nd playthrough and getting the same message that the MSMA Story is just still under development up to the point that we are sending Viggo out to unlock settlements. I want to make sure that if at this point that I begin doing vanilla quests, Nuka Ride, Commonwealth Slavers, or TriggerWoman, etc., whether there are any foreseen issues with future MSMA Storylines? If I stop building up Sanctuary, don't recruit Preston and keep the unlocking and building up of other settlements to an absolute minimum, should I be fine with MSMA storyline moving forward? Are there any vanilla or faction questlines besides the Minutemen that I should shy away from due to future MSMA story development? ***Now beyond MSMA I would love to get any suggestions, advice from you and any others regarding "AAF cum overlays" during sex scenes.*** I've been unsuccessfully trying to figure out what is causing and how to avoid the weird looking overlays during sex scenes. I do not have the actual Cum Overlay mod installed and active, however, I am getting overlays that represents cum discharges onto the player character during sex scenes. Problem I've been running into is that the overlays do not really stick on the player character (PC)'s skin fully. When the PC moves into a different position the overlays start to look like static rope appendages extending outward from the PC's body/skin until the sex scenes end. I had assumed way back when that it was the Cum Overlay mod that had produced them, but I was wrong. At this point I am not sure if it could be from INVB Random Overlays or if these overlays are from a particular AAF animation pack. I figured that with the amount of work and tweaking that you have had to do with MSMA and many AAF mods that perhaps you may have run into a similar issue and have an idea on how to resolve it. As always thank you for your fabulous work and helping out whenever you are able.
MSM_Alice Posted Wednesday at 06:41 AM Author Posted Wednesday at 06:41 AM (edited) 1 hour ago, nefer385 said: Hi MSM_Alice, Hope you're doing well. I have a question regarding the current extent of the Main Story. After helping Preston and getting Viggo to secure the first settlement, I get the message that the main story has proceeded too far and that I would need to save at this point and use any saves prior to access any future patches. I am inquiring because my first very long playthrough, I thought that I had screwed up somewhere due to me recruiting most of the vanilla companions prior to going to Concord (I typically recruit Preston after I have recruited Cait, Piper, MacCready, Strong, etc.) However, when I went back to a very early save, I went straight through the linear progression of going to Concord and completing the Museum questlines (through the direction of MSMA and QoH), yet I got the same message once I began to notify Preston that the 1st settlement has decided to join the Minutemen. The message wasn't clear to me as to whether I screwed anything up on my end and derailed the MSMA story function to progress, or if this is just currently where the story of the mod is on hold temporarily? As I am under the impression after doing a 2nd playthrough and getting the same message that the MSMA Story is just still under development up to the point that we are sending Viggo out to unlock settlements. I want to make sure that if at this point that I begin doing vanilla quests, Nuka Ride, Commonwealth Slavers, or TriggerWoman, etc., whether there are any foreseen issues with future MSMA Storylines? If I stop building up Sanctuary, don't recruit Preston and keep the unlocking and building up of other settlements to an absolute minimum, should I be fine with MSMA storyline moving forward? Are there any vanilla or faction questlines besides the Minutemen that I should shy away from due to future MSMA story development? ***Now beyond MSMA I would love to get any suggestions, advice from you and any others regarding "AAF cum overlays" during sex scenes.*** I've been unsuccessfully trying to figure out what is causing and how to avoid the weird looking overlays during sex scenes. I do not have the actual Cum Overlay mod installed and active, however, I am getting overlays that represents cum discharges onto the player character during sex scenes. Problem I've been running into is that the overlays do not really stick on the player character (PC)'s skin fully. When the PC moves into a different position the overlays start to look like static rope appendages extending outward from the PC's body/skin until the sex scenes end. I had assumed way back when that it was the Cum Overlay mod that had produced them, but I was wrong. At this point I am not sure if it could be from INVB Random Overlays or if these overlays are from a particular AAF animation pack. I figured that with the amount of work and tweaking that you have had to do with MSMA and many AAF mods that perhaps you may have run into a similar issue and have an idea on how to resolve it. As always thank you for your fabulous work and helping out whenever you are able. Hello. A lot of the work has ( and still is) going in procedural bimbo gameplay systems that can work both in the absence or presence of a story on rails. The idea is to build a network of systems that allow you to tackle any story, using these gameplay systems, for a different take. The mod's own story will grow but in shorter bursts for now, and it will pick up pace once the procedural systems are more polished, with more finesse. At this point, I think you shouldn't worry about the MSMA-specific story being more of a stub, and just do whatever quests you like, from any story mods you like or vanilla, using ( or not, as you wish) the bimbo gameplay mechanics to negotiate your path in the Commonwealth. In terms of overlays, that does not sound familiar. Do you have some screenshots or a movie so I can better understand what is happening? It might be the meshes from Commonwealth Moisturiser, but perhaps you haven't rebuilt them in Bodyslide so they don't match the body? Or are you using a newer SMP physics player model, and the Commonwealth moisturiser meshes layered on top don't yet support that SMP physics yet? Edited Wednesday at 07:37 AM by MSM_Alice 1
MSM_Alice Posted Wednesday at 10:37 AM Author Posted Wednesday at 10:37 AM (edited) Thanks to @JB. and the assets in the latest Captive Tattoos mod, and @lee3310 and the assets in the latest Scripted Face Tints, we now have smearable lipstick, that ties into score for looks and gameplay Right now the events that smear the lipstick are just Spicy scenes. - Climax for the player in an orral scene, - climax for the partner in an oral scene, or - oralscene start with multiple partners. There are three stages of progressive smear. Can be fixed with the makeup kit. Naturally update Captive Tatoos and SFT to their latest public version,and use MSMA below. Upgradable mid-playthrough You do need to go to Marina and select one of the top two intense makeup tiers again for this to start. MSMA_Latest_Main_Act1_[In_Development_1_1590].zip Edited Wednesday at 11:01 AM by MSM_Alice 4
MSM_Alice Posted Wednesday at 10:53 AM Author Posted Wednesday at 10:53 AM (edited) Now on the main page: Aggregated changelog : September 2nd 1.1590 Mid-playthrough upgrade is possible, but you must upgrade the Captive Tattoos mod and the Scripted Face Tints mod to their latest August 2026 releases.for this one Remember in Captive Tattoos to get the tint versions that have the resolution that matches what you have for the player, or get the Tint Fix at Fallout 4 Nexus - Mods and community and never worry about that resolution mismatch aspect again. Support for the latest Captive Tattoos / Slave Tattoos 4.1+. Upgrading Scripted Face Tints is a good idea too. A few flow changes on " targetless" mesmerize and bimboskope in vats. Captives from Commonwealth captives should no longer take part in social comments or be targets for Craving-based loss of control, while they are tied up on crosses and whatnot. Some improvements to spree reporting Internal tattoo system now allows TWO simultaneous tattoos for the face instead of only one. Smearable Lipstick Thanks to @JB. and the assets in the latest Captive Tattoos mod, and @lee3310, and the assets in the latest Scripted Face Tints, we now have smearable lipstick that ties into score for looks and gameplay Right now, the events that smear the lipstick are just Spicy scenes. Climax for the player in an oral scene, climax for the partner in an oral scene, or oral scene starts with multiple partners. There are three stages of progressive smear. The mod monitors for those specific tints, and even if other mods add them, the MSMA makeup score should update to reflect them being present (even if not added by MSMA) , and using the makeup kit to correct them should remove them (at least visually), even if added by other mods. Can be fixed with the makeup kit. You do need to go to Marina and select one of the top two intense makeup tiers again for this to start. Edited Wednesday at 11:01 AM by MSM_Alice 2
nefer385 Posted Wednesday at 04:37 PM Posted Wednesday at 04:37 PM 9 hours ago, MSM_Alice said: Hello. A lot of the work has ( and still is) going in procedural bimbo gameplay systems that can work both in the absence or presence of a story on rails. The idea is to build a network of systems that allow you to tackle any story, using these gameplay systems, for a different take. The mod's own story will grow but in shorter bursts for now, and it will pick up pace once the procedural systems are more polished, with more finesse. At this point, I think you shouldn't worry about the MSMA-specific story being more of a stub, and just do whatever quests you like, from any story mods you like or vanilla, using ( or not, as you wish) the bimbo gameplay mechanics to negotiate your path in the Commonwealth. In terms of overlays, that does not sound familiar. Do you have some screenshots or a movie so I can better understand what is happening? It might be the meshes from Commonwealth Moisturiser, but perhaps you haven't rebuilt them in Bodyslide so they don't match the body? Or are you using a newer SMP physics player model, and the Commonwealth moisturiser meshes layered on top don't yet support that SMP physics yet? Wow, your suggestions were perfect! I did not realize that I had not properly setup the Commonwealth Moisturizer_ComMoisturizer_v1_05 mod options. I most likely changed body presets and experimented back and forth with CBBE, Fusion Girl, BT3/BT4 and Atomic Muscle backwards and forward since 2024. So, thanks to your insight I will reinstall the different body options for Commonwealth Moisturizer_ComMoisturizer_v1_05 03252024 to suit the different body presets that I may choose in the future so that the Bodyslide output(s) will match perfectly. I am certain that my negligence at properly setting up the Bodyslide Files was the culprit. Thank you for explaining the focus and development of the MSMA story and your recommendation of playing through the various quests.
JemappelleRedacted Posted yesterday at 03:57 AM Posted yesterday at 03:57 AM (edited) 23 hours ago, MSM_Alice said: You do need to go to Marina and select one of the top two intense makeup tiers again for this to start. I set it to dark and when asked if I wanted to use an overlay to make lipstick black I said no (I try for a dark green lipstick with mixed success), but it gave me a black overlay anyway. Again, ancient save so might just be me or an upgrade/new game issue. Further, given the cleaning system this is undoubtedly a nice touch but will be rarely seen since the cum overlays tend to drown it out and removing cum is only available as part of the full routine. 23 hours ago, MSM_Alice said: Tint Fix at Fallout 4 Nexus - Mods and community and never worry about that resolution mismatch aspect again. If this works properly, that'll save me 2 keybinds AND let me use the BA2 version of looksmenu compendium, might load quicker! Then again, I lost an hour of reloading because I tried to add Plugs of the Commonwealth and it broke said compendium so a bit leery today. EDIT So, didn't decrease load time, but DID somehow cross-linked ComMoisturiser with KFT so the slot 51 cum suit was putting on a metal arm binder instead 🤦♂️Probably Raiders Pet, but still funny. Edited yesterday at 10:19 AM by JemappelleRedacted
MSM_Alice Posted yesterday at 06:20 AM Author Posted yesterday at 06:20 AM (edited) I was about to push this on the " stable version " too, but upon further playtesting, I think I need to rethink some formulas some more before doing that. Right now, at bimbo level 4+, the amounts of influence that a dialogue topic has in mesmerize get to ridiculous values. Approach two or three topics, and everyone becomes a pushover. I think I need to make those a more linear progression rather than geometric on increases. Too OP with geometric progression. For chaining 4 Topics that increase the starting pleasure rate by 30% , means the compunded effect is Geometric: 1.3*1.3*1.3*1.3 =2.8 Linear:1 + (0.3+0.3+0.3+0.3)= 2.2 Not too bad. But for chaining 4 topics that give you the starting pleasure once over ( a100% increase) the compunded effect is Geometric: 2*2*2*2=16 Linear:1+ = 5 And for chaining 4 topics and increase the starting pleasure twice over , ( a 200% increase) the compunded effect is Geometric: 3*3*3*3=81 Linear: 1+ (2+2+2+2)=9 It gets out of hand on higher bonuses; the more topics one chains. For decreasers is okay For increasers, it is not Edited yesterday at 06:41 AM by MSM_Alice 1
MSM_Alice Posted yesterday at 12:41 PM Author Posted yesterday at 12:41 PM (edited) Because I updated both versions on the main page I am putting here the previous BACKUPS, just for a while, just in case I messed something up MSMA_Required_Main_PRELUDE_[2026_v13_2_Stable_Release].zip MSMA_Latest_Main_Act1_[In_Development_1_1590].zip The proper versions are on the main page, NOT THESE. THESE are the previous versions/ fallbacks. Edited yesterday at 12:48 PM by MSM_Alice
MSM_Alice Posted 16 hours ago Author Posted 16 hours ago (edited) Let's see ifiwe can get some opening lines in for mesmerize, as that dialogue seem sa bit dry now, allpopups. This is for taunting those silly Brotherhood "Kniggits. " If you know, you know 010251A8_1.wav And other fun lines 01025198_1.wav 010251A0_1.wav 010251AB_1.wav Edited 16 hours ago by MSM_Alice 2
judge007 Posted 15 hours ago Posted 15 hours ago 41 minutes ago, MSM_Alice said: Let's see ifiwe can get some opening lines in for mesmerize, as that dialogue seem sa bit dry now, allpopups. This is for taunting those silly Brotherhood "Kniggits. " If you know, you know 010251A8_1.wav 1014.26 kB · 1 download And other fun lines 01025198_1.wav 668.87 kB · 1 download 010251A0_1.wav 610.01 kB · 1 download 010251AB_1.wav 492.44 kB · 1 download You are delightfully insane! 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now