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Posted (edited)
10 hours ago, JB. said:

Wow a very interesting, imaginative and above all entertaining concept. I definitely wouldn't mind losing some battles and kicking Violate with this power.

 

 

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A couple of opinions. I think message boxes should be short and concise. I remember once I also made a long message box and the third or fourth time I read it I regretted leaving it that way because you start skipping lines or you don't want to read it anymore. It cuts with the dynamics and the natural storytelling form that the game has.

 

 

I don't mind reading long dialogues. I enjoyed reading Marina's dialogues. You know, she talks, she gesticulates, everything is told naturally. It's a more interactive dynamic than a messagebox.

 

Maybe it's just my impression because I really wanted to test more things but I was stopped by messageboxes  xD

 

 

 

Thank you so much again for taking the time to test and articulate these, they are super ❤️ ! 

Was there any particular message that was a "blocking factor" or a "hard stop" for you?  Or were they functional but just... annoying to read? 
Can you tell me which one was the most problematic and stopped you from testing, so I start there? Was it the level-up one?
Will move some messages over to self-narrating scenes.

For the ones that are optional and very much intentional (the ones you are only presented with when you press a button),  like the post Sex scene report details or the bimbo craving details summary, I am assuming since those are key invoked are kinda expected, and your remark not about them, rather the popups that pop-up during the story, like the Bimbo Level ups...  or am I interpreting this wrong?

The power is less impressive at Bimbo level 0. There the player needs to be pretty quick with their re-equipping of the weapon and killing the paralyzed opponents or they wake up, at level 1 Bimbo the paralysis starts lasting a more decent amount of time, and from level 2 and up you can even downright kill the opponent  (not just paralyze) 
Sometimes I am not particularly fond of the poses the enemies end up with in paralysis ( though sometimes it IS hilarious), maybe I could also do some other things like apply a stagger spell effect, or force ragdoll on them and then paralyze so they end up with other poses.

I'm already cooking an update  (the AAF Actor blocked flag is already on Misty and Marina) that will launch on Saturday or Sunday so I have time to put more meaningful stuff in it, and maybe change how I approach the long nails equipment management - I just realized that the way it is now, if long nails are on it would essentially prevent equipping the rubber gloves in NR and functionally bloc the chores quests that involve dishwashing). Also realized the Primadonna shoes also put on gloves and those require the long nails to be off.  So unintentionally, the long nails forced always-on prevent one from putting on the Primadonna shoes too.
I need to figure out a smarter way to keep the long nails on in a way that does not allow them to get unequipped by mods that unequip items, destroyed by mods that break armor,  unequipped in AAF scenes, or stolen by various thieves off your fingers, but at the same time, they don't block equipping other intentional clothing items or require you to take a trip to Marina just to remove them before you can continue.  (technically Marina's menu can also be quickly accessed as a debug function now remotely, but still, that is not the normal way of doing things)
Having them on is not just visual, they give you a hand-to-hand damage increase, (and a higher chance to drop your weapon if hit in combat) so either I need to force those nails to be always on, or need to monitor for their status and add/remove that perk each time the player add/remove those items.



The player has already access to turning paralysis mode on or off or kill mode on or off in the implant menu - SexFight submenu,  but there should be something done automatically too for situations where I know SexFight would be anti-climatic to that story. 
For CS I am fairly sure if I check for the present of the Slaver's collar that is a robust check to make sure the player cannot use sexfight to punish her captors during that quest. 
Similarly, during Nukaride, I can do that by just checking the location the player is in,  as in the rare occasions combat happens in NukeRide in NukaWorld, sex fight would' t make sense story-wise.

Thank you again for the nice words, the tips, the insights, and the testing!
 

Edited by MSM_Alice
Posted
11 hours ago, MSM_Alice said:

As long as not voice, maybe I should just try and write properly.

Not only for this reason. For many users, English is not their native language and slang is difficult or impossible to understand.😉

Posted (edited)
2 hours ago, MSM_Alice said:

Thank you so much, this is so needed. ❤️

I am using FG in day-to-day too but did not notice anything that problematic. but is true I wasn't using a lot of varied clothing.

I can certainly alter the values so that the current Level 4 max morph is the Level 7 max morph.  and re-scale the in-between values.
Did you get any screenies so I know what to watch for and calibrate things?

I think the maximum it can ever get to, Bimbo level 7+ and other extra depravity events that boost the max,  is 2.4.  Maybe I should have it top out at 1.2 or 1.3.
Or maybe I had a script bug and the values added during random "Depravity events" scaled past my safeguards. Did you have a lot of run-ins with Supermutants? Smashing again and again against the max value for inflation does subtly alter the max morph values for several morph inputs each time it happens, but even that max is not open-ended (maybe I have a bug and it does not have a ceiling anymore) 

There needs to be *Some* ridiculousness at the top end of the "evolution" arc, but maybe I can have that value pour into more morph inputs rather than stay focused on just a few morph inputs with higher values


The really long nails, yes, having really long nails does make equipping gloves kinda impossible if they share a slot, not sure how what is the best approach. Will think some more about it. On the flip side, it kinda makes sense, like in real life.
I really don' want them be randomly unequipped by mods that unequip items, destroyed by mods that break armor,  unequipped in AAF scenes, or stolen by various thieves off your fingers.
Maybe I flag them as quest items and manually re-equip them on animation start, instead of forcing them to be un-equipable  ( right now I run a small function via the OnEquip event and have codes that keep them on there unless  you remove them at Marina - maybe that's not the best approach though .)


What is CS MHK?  In my mind, CS is Commonwealth Slavers, but I don't know any quest there that has MHK as an acronym.
 

MHK is Milking Human Kindlnes from VB . SM mods with lot os SM/mutie sex in dungeon.


and this is how it look via 1/5 morph value via lvl 3+ bimbo /

https://ibb.co/ynVspQYp
https://ibb.co/kgzrWcsx




this is clear morph . no other like RMR or SB that alter slider .

Edited by kazeha9
Posted (edited)
5 hours ago, kazeha9 said:

MHK is Milking Human Kindlnes from VB . SM mods with lot os SM/mutie sex in dungeon.


and this is how it look via 1/5 morph value via lvl 3+ bimbo /

https://ibb.co/ynVspQYp
https://ibb.co/kgzrWcsx




this is clear morph . no other like RMR or SB that alter slider .

Understood. Hmm.. l will adjust.  Super useful to see the screenies.
Will also see if I can code something bespoke for MHK or more general, yes MHK events in the dungeon would probably trigger the "overflow" conditions when the max morph is force increased, again and again.  It could be very well I have a bug and the ceiling for that does not apply.


Visually that's supposed to be like at least level 7, not level 3 :) . Some traumatic things have happened in that dungeon for sure.
If you know how to check globals via the console, out of curiosity what are the values on MSMA_ChestApp and MSMA_ButApp Globals ?

Edited by MSM_Alice
Posted (edited)
1 hour ago, idkmanyolo said:

Will you ever release a version without the bimbo stuff?

 Sure, If you can articulate specifically what in the mod you consider "bimbo stuff" vs non-bimbo stuff that can stay,  I could offer toggles in the MCM  just do that, or close by.


For instance, I could give you a toggle that locks your bimbo level at 0, while allowing sexfight to work uncapped as it does for higher-level bimbos. 
No bimbo cravings, no bimbo intrusive thoughts, or other random bimbo events or quests,  that start from Bimbo level 1 and up and you can fully use sex Fight ( I will make sure that if that specific toggle is on, sex fight is not gimped at level 0 bimbo, and can go all the way up) 

However, you still get the Level 0 bimbo stuff (altered S.P.E.C.I.A.L. numbers, reduced damage, wider cone of fire, crazy expensive prices at vendors, and a few other things like the chance to drop your weapon mid-fight, the bimbo inflation system would still be on, unless I make a toggle for it too).


Personally gameplay-wise it does make things way too easy,  but again, it can be in a special section in the MCM, for those who want it. An uncapped sex fight ability without any bimbo disadvantages for balance seems too much like a superpower  :)

So if you want something more granular let me know.
 

Edited by MSM_Alice
Posted (edited)
1 hour ago, kazeha9 said:

MHK is Milking Human Kindlnes from VB . SM mods with lot os SM/mutie sex in dungeon.


and this is how it look via 1/5 morph value via lvl 3+ bimbo /

https://ibb.co/ynVspQYp
https://ibb.co/kgzrWcsx




this is clear morph . no other like RMR or SB that alter slider .

Maybe I should do even more, maybe I need to make it so while you are in that dungeon sex fight punishments are also disabled,  so the player can't use it to punish her captors, and even have sex fight-death punishment be nixed for super mutants and their friends whenever you are under the Mommy-O drug influence from MHK  mod, anywhere in the game world... Seems more consistent with the story/lore of MHK.
Maybe even have an optional setting to soft link the size management system in MSMA with the Size Queen stat in MKH...
This puts many things on my table. I have installed MHK and will take a much closer look. 
Will put it on the to-do list for 0.6101 

Edited by MSM_Alice
Posted
2 hours ago, MSM_Alice said:

Maybe I should do even more, maybe I need to make it so while you are in that dungeon sex fight punishments are also disabled,  so the player can't use it to punish her captors, and even have sex fight-death punishment be nixed for super mutants and their friends whenever you are under the Mommy-O drug influence from MHK  mod, anywhere in the game world... Seems more consistent with the story/lore of MHK.
Maybe even have an optional setting to soft link the size management system in MSMA with the Size Queen stat in MKH...
This puts many things on my table. I have installed MHK and will take a much closer look. 
Will put it on the to-do list for 0.6101 

i like MHK  becouse its perfect after CS (not true ending) .after been human slave you become SM slave + perks. and look very immersive (same location) to start .soo in my game must have .but all this mods need to be played rigth or you break game ) .as i can see in future it look like MSMA start then CS (not true end or true) then MHK .then if MSMA have bimbo school go there or NR (only Nora route for now)  . af for me perfecto .  


as you can see in pic .all 4 mods have same location start https://ibb.co/1tpNtBkC soo combine some of them look nice in both way) 

Posted (edited)

I tried the mod.
the sex-fight works well, but I had enough problems starting the dialogues, if I try to start a new game, once I leave the vault I try to talk to the scientist, and no dialogue comes out (I checked that I have the subtitles and the various requirements and everything is there)
if instead I try to go and talk to the scientist from an already created save, the dialogue starts, with the various windows, but once finished I go to marina and he's not there, I only find his chest, I tried to spawn it with the commands and no dialogue starts

Edited by kamenlollo
Posted (edited)
29 minutes ago, kamenlollo said:

I tried the mod.
the sex-fight works well, but I had enough problems starting the dialogues, if I try to start a new game, once I leave the vault I try to talk to the scientist, and no dialogue comes out (I checked that I have the subtitles and the various requirements and everything is there)
if instead I try to go and talk to the scientist from an already created save, the dialogue starts, with the various windows, but once finished I go to marina and he's not there, I only find his chest, I tried to spawn it with the commands and no dialogue starts

Thank you.


Hmm....

It sounds like the full quest initialization is not done in your case (and multiple things will be broken in this case). 
Am I wrong in assuming that you are never asked if you are the appropriate age and if you accept to run the mod?



As soon as the elevator hits the surface, just before the player puts their hand down in that animation where you try to shield your eyes from the light when you first exit the vault,  there should be a window that asks you if you are an adult and if you are okay with starting the mod. 

Do you have any mods installed that change the form ID of that cell, or any alternate start mods?
When you start the game a periodic check is started that every 8 seconds or so checks the name of the cell where the player is. 
That lasts throughout the prelude and initial awakening post-war in Vault 111, that loop stops/cancels when you first exit the vault and determines that by checking the name of the cell you are in. 
If you have a mod that changed the name of the cell where vault 111 exists, then probably that check never returns true, so a bunch of stuff is never initialized. 


Initially, I tried to use the OnLocationChange event but Bethesda decided that the vault 111  interior itself and the vault exit exterior are part of the same Vault 111 Location,  so can't use OnLocationChange,  as they are the same location, have to check individual cells.


Once you get on the elevator and go up and exit vault 111 for the first time, as soon as you hit the surface that cell name check check should tell the mod that you have finally emerged from underground and it is time to ask you if you want to run the mod. 
Assuming that never happens for you ( and maybe the cell name/ID is changed)?

I will put a manual start button in MCM.
And maybe figure out what stage the main story quest is at that point, and check against that instead, instead of checking the name of the cell the player is in.
 

Edited by MSM_Alice
Posted
15 minutes ago, MSM_Alice said:

Thank you.


Hmm....

It sounds like the full quest initialization is not done in your case (and multiple things will be broken in this case). 
Am I wrong in assuming that you are never asked if you are the appropriate age and if you accept to run the mod?



As soon as the elevator hits the surface, just before the player puts their hand down in that animation where you try to shield your eyes from the light when you first exit the vault,  there should be a window that asks you if you are an adult and if you are okay with starting the mod. 

Do you have any mods installed that change the form ID of that cell, or any alternate start mods?
When you start the game a periodic check is started that every 8 seconds or so checks the name of the cell where the player is. 
That lasts throughout the prelude and initial awakening post-war in Vault 111, that loop stops/cancels when you first exit the vault.
Initially, I tried to use the OnLocationChange event but Bethesda decided that the vault 111  interior itself and the vault exit exterior are part of the same Valult 111 Location, so can't use OnLocationChange, have to check individual cells.


Once you get on the elevator and go up and exit vault 111 for the first time, as soon as you hit the surface that cell name check check should tell the mod that you have finally emerged from underground and it is time to ask you if you want to run the mod. 
Assuming that never happens for you ( and maybe the cell name/ID is changed)?

I will put a manual start button in MCM.
And maybe figure out what stage the main story quest is at that point, and check against that instead, instead of checking the name of the cell the player is in.
 

I have yes and alternate start mod,i try to disable and try another time 

Tha age thing i only see on the old save try 

 

Posted
3 hours ago, MSM_Alice said:

Sure, If you can articulate specifically what in the mod you consider "bimbo stuff" vs non-bimbo stuff that can stay,  I could offer toggles in the MCM  just do that, or close by.


For instance, I could give you a toggle that locks your bimbo level at 0, while allowing sexfight to work uncapped as it does for higher-level bimbos. 
No bimbo cravings, no bimbo intrusive thoughts, or other random bimbo events or quests,  that start from Bimbo level 1 and up and you can fully use sex Fight ( I will make sure that if that specific toggle is on, sex fight is not gimped at level 0 bimbo, and can go all the way up) 

However, you still get the Level 0 bimbo stuff (altered S.P.E.C.I.A.L. numbers, reduced damage, wider cone of fire, crazy expensive prices at vendors, and a few other things like the chance to drop your weapon mid-fight, the bimbo inflation system would still be on, unless I make a toggle for it too).


Personally gameplay-wise it does make things way too easy,  but again, it can be in a special section in the MCM, for those who want it. An uncapped sex fight ability without any bimbo disadvantages for balance seems too much like a superpower  :)

So if you want something more granular let me know.

It's generous of you to offer working on this. I think you should just implement whatever is less of a hassle to do. My main concern is is being able to perform lethal sexfights without any morphs applied. In addition, the npc dialogue and prompts suggested that the PC cannot get pregnant anymore, so this conflicts with family planning? Would a toggle to disable morphs (or letting the morph amplifier sliders reach 0) be enough to prevent the conflict or is there more you would have to do?

 

I'm guessing there's 2 ways to proceed:

1. Create a toggle to lock bimbo level at 0, but still allow lethal sexfights when doing so, as you said.

or

2. Keep all the mechanics and quests the way they are and set up a morph toggle or allow the current morph sliders to reach 0.

 

I haven't reached level 1 yet, but to clarify, level 0 has reduced damage, wider cone of fire, much higher vendor prices, and a higher weapon drop chance than an unmodded game, but a higher level bimbo will see further reduced damage, an even wider cone of fire, lower vendor prices (can they go back to vanilla level or less or more?), and an even higher weapon drop chance? This is on top of the SPECIAL changes mentioned at the beginning? If this is true (I didn't actually notice anything too different, but my character is high level and already suffering from SA debuffs), I wouldn't apply those stats until the PC hits bimbo level 1, but that's me. I understand why you made the changes start at 0, though. If you decide to lock the level at 0, then these stat changes being left there and never able to evolve would seem unnecessary or out of place.

 

You also mentioned that locking at 0 would leave the inflation system on. Does that mean it has an effect on anything? If your bimbo level is staying at 0, is your belly still growing from taking loads? Or is it overwriting/interacting with other mods that affect morphs, like family planning? In that case I think it would be more important to go for the second option I mentioned. Overall I think the second option, if it's feasible, would allow certain players to get more out of the mod without altering the bodies they intended.

 

By the way, I checked the last round report and it said that a one minute scene lasted 10 minutes. My game time is set to run 10x as fast as irl time, so it's recording in-game time, right? In that 1 minute, I received 8 challenges. Other times I've received more. Is that normal? Does allowing your mod to overwrite SA settings in the MCM work to change this? I suspect your settings for SA will address this, but I'm just worried about losing any settings if I activate that and then want to undo it. I'm not sure or don't remember all the settings it changes. The report also said it was non-consensual. This was regardless of whether I used AFF sex em up or MCG to trigger it, and with SA set to perceive it as consensual. Any idea why that happens or whether it matters? 

 

All said, this is still a very cool mod with unique offerings in a neglected area, and good mod compatibility too.

Posted (edited)
2 hours ago, guliguliradish said:

Before downloading, may I ask: is this a QTE game? Is there a demonstration video available?

II will make a video for the next release but that won't tell the whole story and won't reflect how it feels playing the game
I figured since the mod is just 300k, people (who already had a functioning AAF nuka ride build or similar)  can download and give it a whirl :)



Details follow (and a lot of it is also present in the help files in the mod) 


 

IS  a QTE?  a bit like one, but not a QTE.
 


Like a QTE, you need sometimes to press a button in a time interval, but that's far from being all of it.
It is more like dynamic resource management because: 

1. Unlike  QTE, the time between when the "prompt" appears  ( not actually a prompt, but an outline on the challenger npc)  and when you press the button matters A LOT, it is not just a success/fail
2. Unlike a QTE, you can't always press the button (if you do not have enough AP in the AP bar, or stored in the expendable stats that you can choose to "burn" and turn into AP if the situation demands it), you can't press the prompt, it will have no effect, it will just say "not enough AP".    These additional expendable stats" stats are willpower, self-respect, and your own bimbo stats.
3. Unlike a QTE failing a prompt does not mean you lose the fight. Just means that that particular participant manages to better control their pleasure in that moment ( and that your own pleasure goes a bit up).  You don't have to win every single challenge, just the majority of them,
4. Unlike a QTE it might be strategic for you to deliberately fail certain prompts from certain participants. When you sex fight with multiple challengers at the same time, some of them higher level will require more AP to answer their challenge, and some of them will require less AP. Let's assume you focus on the enemies who require less AP first, and you get them to mindblowing orgasm status rather fast. after you do it is no longer worth it to focus and spend your AP on them anymore as much,  as they are already "defeated",  it is best to let some of their challenges go unanswered, ( fail them on purpose)  so you save up your AP for the remaining ones who haven't yet been brought to an intense enough orgasm to consider them 'done' yet that require more AP per button press.  It is better to make sure you can do back-to-back successful challenges for just one challenger, (and ignore the challenges of the others)  that one person to high enough pleasure so they are also in the end  'defeated'. 

For instance, if an enemy issues a total of 8 challenges to you and you answer them for the simplicity of the example let's assume they are binary ( they're not binary)  let's say you do a   win /fail/win/fail/win/fail/win/fail you might not defeat him
But if you do fail fail fail fail win  win  win win , that chain sequence of four wins back to back might get you the victory, even though there are still four wins and four losses in both cases. 
Or even 5 fails, but three critical wins where you answer really fast, you might get him to the mindblowing orgasm threshold.

5. Unlike a QTE there are not several buttons, just ONE button.
. unlike a QTE the button actually does different things when you press it even when's there no challenge to answer (no  "QTE prompt" is a prompt to do something else).
You consume AP do so something else for you, to bring your own pleasure under control  (that has nothing to do with the challenger) . still part of the overall strategy.

You need to strategize all that to win complex sex fights.


Is it all about what you do in the Scene ?
No, there's more to it.
  What you do in the scene, is just half of it.,  the other is also how you prepare your build, (appearance - piercings, tattoos, clothing, etc)  and all the other mental aspects ( if you are mind broken or not, how much sex addicted you are,  what perversions you have, how inflated you are going in, did you already had love juices on your from before, did you bother cleaning yourself up?  If you didn't bother cleaning yourself up from previous engagements that messes with your mental state...  and so on. 

It is also tactical context: a sex fight scene is harder to win if it is one in a longer sequence, where you don't have time to catch your breath. 
Also, difficulty depends on grouping. When AAF creates a group scene it creates an array of actors, out of all these actors the one in the very first position of the enemy list is considered the "leader". This leader, if he is high level, can bestow leadership bonuses over the others in the scene, so then ALL of them will cost you more AP.
You don't want high-level characters in the leader position. 
If a weak low-level character is in the leader spot, then you are in luck, as the whole group will be more easily defeated. 

That means strategizing around how you engage them, so you maximize the changes to get the riff-raff separated from the boss. 



 There are other aspects too :) If you orgasm that causes you to lose some AP. If the enemy orgasms you win some AP.
This creates the potential for "vicious cycles", or "virtuous cycles" where it goes from bad to worse, or from good to better, so it matters a lot if you manage to keep on top of the situation as when it gets out of hand, it can get out of hand BAD. 

Edited by MSM_Alice
Posted (edited)
1 hour ago, kamenlollo said:

I have yes and alternate start mod,i try to disable and try another time 

Tha age thing i only see on the old save try 

 

If you talk with Misty, and Marina is not there / is disabled, it still might be because not everything was initialized correctly. 
Finishing talking with Misty is what activates Marina, but that only happens if the mod starts correctly and the main MSMA quest is progressing. 
I am guessing the main MSMA quest never started in your case because the name or ID of the exit cell is different. 


Maybe best to wait for the next version where I put the manual lever to start the mod correctly, so it can work with your alternate start mod. :)

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

It's generous of you to offer working on this. I think you should just implement whatever is less of a hassle to do. My main concern is is being able to perform lethal sexfights without any morphs applied. In addition, the npc dialogue and prompts suggested that the PC cannot get pregnant anymore, so this conflicts with family planning? Would a toggle to disable morphs (or letting the morph amplifier sliders reach 0) be enough to prevent the conflict or is there more you would have to do?

 

I'm guessing there's 2 ways to proceed:

1. Create a toggle to lock bimbo level at 0, but still allow lethal sexfights when doing so, as you said.

or

2. Keep all the mechanics and quests the way they are and set up a morph toggle or allow the current morph sliders to reach 0.

 

I haven't reached level 1 yet, but to clarify, level 0 has reduced damage, wider cone of fire, much higher vendor prices, and a higher weapon drop chance than an unmodded game, but a higher level bimbo will see further reduced damage, an even wider cone of fire, lower vendor prices (can they go back to vanilla level or less or more?), and an even higher weapon drop chance? This is on top of the SPECIAL changes mentioned at the beginning? If this is true (I didn't actually notice anything too different, but my character is high level and already suffering from SA debuffs), I wouldn't apply those stats until the PC hits bimbo level 1, but that's me. I understand why you made the changes start at 0, though. If you decide to lock the level at 0, then these stat changes being left there and never able to evolve would seem unnecessary or out of place.

 

You also mentioned that locking at 0 would leave the inflation system on. Does that mean it has an effect on anything? If your bimbo level is staying at 0, is your belly still growing from taking loads? Or is it overwriting/interacting with other mods that affect morphs, like family planning? In that case I think it would be more important to go for the second option I mentioned. Overall I think the second option, if it's feasible, would allow certain players to get more out of the mod without altering the bodies they intended.

 

By the way, I checked the last round report and it said that a one minute scene lasted 10 minutes. My game time is set to run 10x as fast as irl time, so it's recording in-game time, right? In that 1 minute, I received 8 challenges. Other times I've received more. Is that normal? Does allowing your mod to overwrite SA settings in the MCM work to change this? I suspect your settings for SA will address this, but I'm just worried about losing any settings if I activate that and then want to undo it. I'm not sure or don't remember all the settings it changes. The report also said it was non-consensual. This was regardless of whether I used AFF sex em up or MCG to trigger it, and with SA set to perceive it as consensual. Any idea why that happens or whether it matters? 

 

All said, this is still a very cool mod with unique offerings in a neglected area, and good mod compatibility too.



The thing is if you look at the post 2 posts above where I explain some under-the-hood stuff about Sexfight, you realize that half of Sexfight is in the actual fight, the other half is how you prepare your build, and that ties into some bimbo subsystems and stats,
Yes, you can technically paralyze every opponent in a sex fight, but if you are a bimbo, to do so, you might have to reach so far into the extra modes of generating AP, lose all willpower, all self-esteem, and force-increase so much of you bimbo stats that after the fight you find yourself turned into a Sex Attributes Slut,  faced with a bimbo level-up.
So did you really win here, or did that win come at too great of an alternate cost? Arguably was that more of a loss. That side of things gets lost without the bimbo system.  

So decoupling them is not as trivial as it seems if you still want meaningful gameplay.  It is like trying to fly with only one wing. 
Will have to think about how to best do a separate sex fight that not just works technically, but re-design it so it still makes gameplay sense on its own.
I mean technically the solution is simple. 
a. - i can lock the bimbo level to 0, and
b. - I can remove the Bimbo Perk from the player (which will also remove things like disadvantageous trader prices,  S.P.E.C.I.A.L. adjustments, the reduced damage, and wider cone of fire, and all that jazz it is all nested in the bimbo perk that is bestowed upon you at the start when you talk with Misty  - (the Mysterious Scientist) , and I can just remove that perk and it is all gone.
c. - remove the chance for a weapon to fall out of hand when hit in combat 
d.- set a variable to deny all inflation. ( not just visual, but also the gameplay effects too like weight increase and so on) 
e- maybe stop any size management and size-related effects. ( even though a lot of sex fight difficulty is computed also based on your size vs the size of your enemy, 
f. Stop access to Marina and her services ( except maybe the rejuvenation part)  -  even though your bimbo appearance also matters int he AP cost an enemy has for you  -  and that appearance score is tied to the bimbo systems). 

 

And ta-da, you are, as you would perhaps define it, as non-bimbo as possible, and the active part of sex fight is still possible.
But will that be fun anymore, or will it feel hollow, too basic, and without any meaningful consequence? 


 

Yes the sex report reports things in-game time (not IRL time) 
Has no link to SA settings, the only SA setting being changed when you are prompted with that prompt is the belly morph in SA that is being deactivated., so you don't get double-morphed.

 

Yes,  the number of challenges you receive per unit of time can vary, but it is not directly linked to just time,  I like mystery complexity, and systems one can't fully  figure out at a glance  :)

 

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:

II will make a video for the next release but that won't tell the whole story and won't reflect how it feels playing the game
I figured since the mod is just 300k, people can download and give it a whirl :)



Details follow (and a lot of it is also present in the help files in the mod) 


 

IS  a QTE?  a bit like one, but not a QTE.
 


Like a QTE, you need sometimes to press a button in a time interval, but that's far from being all of it.
It is more like dynamic resource management because: 

1. Unlike  QTE, the time between when the "prompt" appears  ( not actually a prompt, but an outline on the challenger npc)  and when you press the button matters A LOT, it is not just a success/fail
2. Unlike a QTE, you can't always press the button (if you do not have enough AP in the AP bar, or stored in the expendable stats that you can choose to "burn" and turn into AP if the situation demands it), you can't press the prompt, it will have no effect, it will just say "not enough AP".    These additional expendable stats" stats are willpower, self-respect, and your own bimbo stats.
3. Unlike a QTE failing a prompt does not mean you lose the fight. Just means that that particular participant manages better control their pleasure in that moment ( and that your own pleasure goes a bit up). You don't have to win every single challenge, just the majority of them,
4. Unlike a QTE it might be strategic for you to deliberately fail certain prompts from certain participants. When you sex fight with multiple challengers at the same time, some of them higher level will require more AP to answer their challenge, and some of them will require less AP. Let's assume you focus on the enemies who require less AP first, and you get them to mindblowing orgasm status rather fast. after you do it is no longer worth it to focus and spend your AP on them anymore as much,  as they are already "defeated",  it is best to let some of their challenges go unanswered, ( fail them on purpose)  so you save up your AP for the remaining ones who haven't yet been brought to an intense enough orgasm to consider them 'done' yet that require more AP per button press.  It is better to make sure you can do back-to-back successful challenges for just one challenger, (and ignore the challenges of the others)  that one person to high enough pleasure so they are also in the end  'defeated'. 

For instance, if an enemy issues a total of 8 challenges to you and you answer them for the simplicity of the example let's assume they are binary ( they're not binary)  let's say you do a   win /fail/win/fail/win/fail/win/fail you might not defeat him
But if you do fail fail fail fail win  win  win win , that chain sequence of four wins back to back might get you the victory, even though there are still four wins and four losses in both cases. 
Or even 5 fails, but three critical wins where you answer really fast, you might get him to the mindblowing orgasm threshold.

5. Unlike a QTE there are not several buttons, just ONE button.
. unlike a QTE the button actually does different things when you press it even when's there no challenge to answer (no  "QTE prompt" is a prompt to do something else).
You consume AP do so something else for you, to bring your own pleasure under control  (that has nothing to do with the challenger) . still part of the overall strategy.

You need to strategize all that to win complex sex fights.


Is it all about what you do in the Scene ?
No, there's more to it.
  What you do in the scene, is just half of it.,  the other is also how you prepare your build, (appearance - piercings, tattoos, clothing, etc)  and all the other mental aspects ( if you are mind broken or not, how much sex addicted you are,  what perversions you have, how inflated you are going in, did you already had love juices on your from before, did you bother cleaning yourself up?  If you didn't bother cleaning yourself up from previous engagements that messes with your mental state...  and so on. 

It is also tactical context: a sex fight scene is harder to win if it is one in a longer sequence, where you don't have time to catch your breath. 
Also, difficulty depends on grouping. When AAF creates a group scene it creates an array of actors, out of all these actors the one in the very first position of the enemy list is considered the "leader". This leader, if he is high level, can bestow leadership bonuses over the others in the scene, so then ALL of them will cost you more AP.
You don't want high-level characters in the leader position. 
If a weak low-level character is in the leader spot, then you are in luck, as the whole group will be more easily defeated. 

That means strategizing around how you engage them, so you maximize the changes to get the riff-raff separated from the boss. 



 There are other aspects too :) If you orgasm that causes you to lose some AP. If the enemy orgasms you win some AP.
This creates the potential for "vicious cycles", or "virtuous cycles" where it goes from bad to worse, or from good to better, so it matters a lot if you manage to keep on top of the situation as when it gets out of hand, it can get out of hand BAD. 

Wow, I love this idea so much. To be honest, some of the existing "struggling mini games" (whether it's quick and continuous left and right button presses or QTE) are not satisfactory.
I really hope for a more challenging mini game: even if I put in all my efforts, I can only achieve a success rate of 50%. It seems that this hope is about to come true.

Posted (edited)
56 minutes ago, guliguliradish said:

Wow, I love this idea so much. To be honest, some of the existing "struggling mini games" (whether it's quick and continuous left and right button presses or QTE) are not satisfactory.
I really hope for a more challenging mini game: even if I put in all my efforts, I can only achieve a success rate of 50%. It seems that this hope is about to come true.

to put a finger on the finer point of the meta of this design .. I thought what if complexity was not via attention to a lot of different buttons,   but rather the complexity of one thing  (ONE button) , but approaching that one special button with exquisite expert timing? ( and the general attention is on the action and the partners to figure out that timing ,)
Which, in itself,  on some level, if I am allowed a more.. poetic tangent, a metaphor for lovemaking and the clitoris.

And also the general mental state and context one has when starting this activity... not just the activity itself, but what is leading up to it. 

Edited by MSM_Alice
Posted (edited)

Started for the first time and went and did a quick test at Concord. Not yet a bimbo (put on some outfits but still don't know how).  

 

1. Obviously the long introductory text (3 page?) is mentioned and since it's early days so, understandable, but I think you can consider putting the story so far on the mod description page. People will read them before they download it (declaimer too even) or possibly consider the MCM.

 

2. First researcher out of Vault 111 could possibly be just a voice speaking to you (telepathically, via the implant, or what not) later on to save some mystery and suspense for the story (instead of revealing too much too soon). 

 

3. I quite like the two part "QTE" color mini-game, but I think the initial struggle part was too long (part 1), and I think a bit of variety/challenge would be welcomed. 

Sex scene (part 2) multi-color like you designed but I didn't really understand what was going on (just trying to click whenever a color flashes but doesn't always get a response sound).     

 

Maybe we could utilize the (up down left right/WSAD) or (R)ed (B)lue (Y)ellow (G)reen) key to indicate what to press when different color flashes (press when player flashes, lose point when flashes on enemy for example), or a rock paper scissor concept even.

 

I think it would be nice to have a visual meter/hud to indicate current winning/losing status depending on the level/difficulty such as level gap (or different variables in game) between player and Boss, Elite, Goon, Sex Attribute. evil, good, weak (pushover Travis)...etc.  

 

The way enemy fall down after sex was pretty funny

 

4. The mod is very polished/well run I would say, the only issue I had was when reading through some of the MCM section I don't think I was able to read/scroll through to see the bottom

 

Obviously just suggestions and wishlisting 

 

Edited by 4nln415
Posted (edited)
11 hours ago, 4nln415 said:

Started for the first time and went and did a quick test at Concord. Not yet a bimbo (put on some outfits but still don't know how).  

 

1. Obviously the long introductory text (3 page?) is mentioned and since it's early days so, understandable, but I think you can consider putting the story so far on the mod description page. People will read them before they download it (declaimer too even) or possibly in the MCM .

 

2. First researcher out of Vault 111 could possibly be just a voice speaking to you (telepathically, via the implant, or what not) later on to save some mystery and suspense for the story. 

 

3. I quite like the two part "QTE" color mini-game, but I think the initial struggle part was too long (part 1), and I think a bit of variety/challenge would be welcomed. 

Sex scene (part 2) multi-color like you designed but I didn't really understand what was going on (just trying to click whenever a color flashes but doesn't always get a response sound).     

 

Maybe we could utilize the (up down left right/WSAD) or (R)ed (B)lue (Y)ellow (G)reen) key to indicate what to press when different color flashes (press when player flashes, lose point when flashes on enemy for example), or a rock paper scissor concept even.

 

I think it would be nice to have a visual meter/hud to indicate current winning/losing status depending on the level/difficulty such as level gap (or different variables in game) between player and Boss, Elite, Goon, Sex Attribute. evil, good, weak (pushover Travis)...etc.  

 

The way enemy fall down after sex was pretty funny

 

4. The mod is very polished/well run I would say, the only issue I had was when reading through the MCM section I don't think I was able to read/scroll through to see the bottom

 

Obviously just suggestions and wishlisting 

 


Thank you!

Becoming a level 1 bimbo takes a bit of time acting like one, it can't be too rushed. You can't simply slap on a pair of heels , get a manicure and call it a day. 

In normal gameplay, I think the fastest way to get corrupted into bimboness in a super accelerated way, and not a normal way ,  is for a horrible/traumatizing event to happen.
For instance, if you go for the MHK start and get abused by the supermutants in their dungeon.  OR if the first Deathclaw in Corcord abuses you.

Otherwise, even if you are rather quick to surrender to low-level enemies, unless you are specifically looking for it,  in a normal playthrough where you don't go back to Sanctuary after Concord, , and don't start doing the Minutemen quests but instead head straight to for Diamond city after Concord, then statistically you'll maybe become a level 1 bimbo a bit before ( over even after)  you save Valentine, depending on how many fights you lost and how much depravity you were exposed to on the way.  Or never.  If you stay on the high and narrow and don't give in to any bimbo urges, you will never become a bimbo. If you are virtuous/chaste the mod is not going to to force you into bimbo ness at all costs. 



Probably I didn't explain the minigame enough so I shall go here over the color codes' meaning again : 

 


The ONLY thing you need to react to in terms of QTE-like event is when the enemy flashes blue (and if they are human or super mutant, they also make a sound to further underline they issued a sex challenge to you, but the blue flash is universal, happens on all races).   That is a sex challenge that they just issued to you. 
All the other color flashes on NPCs or player are feedback/status information,  and not a prompt to action. All the other color flashes are just there for you to understand what is happening.


-> NPC: Flashes blue ( for about 2 seconds): [call to action] ]They issued a sex challenge and you would better answer it. (the faster the better) 
-> Player flashes blue ( very quickly) : [status confirmation] You have successfully answered the above challenge on time. Good job!  You can think of it as "you are in sync with your sex partner moving against them in just the right way".  

Player flashes red:  [status confirmation] The player missed answering a challenge (either because they did;t see it, or did not have enough AP, or some other reason) 

-> NPC flashes Orange:  [status confirmation] They got to a Mindblowing Orgasm (and paralysis is on). They are as good as paralyzed at the end of the scene.  ( this  signaling only happens once per NPC per scene, you need to pay attention to it if you want to keep track of who is 'cooked' and who is not) 
-> NPC flashes RED:  [status confirmation] they got a Galactic Orgasm  ( and death by orgasm is on) ( this signaling too only happens once per NPC per scene, you need to pay attention ). They are as good as dead at the end, you can focus on others now if you want. 

-> Player flashes Green:  [status confirmation] You pressed the action button outside of a valid NPC challenge, you are now consuming some AP just to reduce your pleasure
->  Player Flashes Yellow: [status confirmation] The player tried edging but did not have enough AP to do so effectively, so they barely produced a small effect on your arousal - still better than nothing. 


Water droplets  (on any participant): that participant's accumulated pleasure in their pleasure pool is equivalent to a Mindblowing Orgasm if they had an orgasm now.  
Intensive water droplets  (on any participant): that participant's accumulated pleasure in their pleasure pool is equivalent is close to Galactic Orgasm, if they had an orgasm now. 

Hopefully, that makes it more clear :)

 

 

 

I am confused about "the initial struggle part" ....  that might have simply been just one of the multi-stage animations you have, and that AAF Violate picked to play for you.
It might have nothing to do with my mod per se : ) 
 


I'll provide a fast track for gaining a bimbo level for testing if needed.

 

Edited by MSM_Alice
Posted
2 hours ago, MSM_Alice said:

The thing is if you look at the post 2 posts above where I explain some under-the-hood stuff about Sexfight, you realize that half of Sexfight is in the actual fight, the other half is how you prepare your build, and that ties into some bimbo subsystems and stats,
Yes, you can technically paralyze every opponent in a sex fight, but if you are a bimbo, to do so, you might have to reach so far into the extra modes of generating AP, lose all willpower, all self-esteem, and force-increase so much of you bimbo stats that after the fight you find yourself turned into a Sex Attributes Slut,  faced with a bimbo level-up.
So did you really win here, or did that win come at too great of an alternate cost? Arguably was that more of a loss. That side of things gets lost without the bimbo system.  

So decoupling them is not as trivial as it seems if you still want meaningful gameplay.  It is like trying to fly with only one wing. 
Will have to think about how to best do a separate sex fight that not just works technically, but re-design it so it still makes gameplay sense on its own.
I mean technically the solution is simple. 
a. - i can lock the bimbo level to 0, and
b. - I can remove the Bimbo Perk from the player (which will also remove things like disadvantageous trader prices,  S.P.E.C.I.A.L. adjustments, the reduced damage, and wider cone of fire, and all that jazz it is all nested in the bimbo perk that is bestowed upon you at the start when you talk with Misty  - (the Mysterious Scientist) , and I can just remove that perk and it is all gone.
c. - remove the chance for a weapon to fall out of hand when hit in combat 
d.- set a variable to deny all inflation. ( not just visual, but also the gameplay effects too like weight increase and so on) 
e- maybe stop any size management and size-related effects. ( even though a lot of sex fight difficulty is computed also based on your size vs the size of your enemy, 
f. Stop access to Marina and her services ( except maybe the rejuvenation part)  -  even though your bimbo appearance also matters int he AP cost an enemy has for you  -  and that appearance score is tied to the bimbo systems). 

 

And ta-da, you are, as you would perhaps define it, as non-bimbo as possible, and the active part of sex fight is still possible.
But will that be fun anymore, or will it feel hollow, too basic, and without any meaningful consequence? 


 

Yes the sex report reports things in-game time (not IRL time) 
Has no link to SA settings, the only SA setting being changed when you are prompted with that prompt is the belly morph in SA that is being deactivated., so you don't get double-morphed.

 

Yes,  the number of challenges you receive per unit of time can vary, but it is not directly linked to just time,  I like mystery complexity, and systems one can't fully  figure out at a glance  :)

 

Edited 1 hour ago by MSM_Alice

Man, that sounds like a lot to think about and work on. I'd be pretty content with just doing part D to stop inflation, and then find out how the bimbo mechanics play out at higher levels. I'm seeing why you tied sexfight to the bimbo theme in the first place. I think the fact that you can already configure the thresholds that trigger paralysis and death means that I could still get potentially effective results without worrying too much about looking the part, like setting it to easy mode.


Another thing--is sexfight supposed to activate whenever AAF runs a scene? Like it makes sense that there's this conflict going on when violating or being violated, or in a SH scenario, but just casually doing it with companions or settlers means we need to always treat it like a contest or else our bimbo level will increase further than we may want. I get that having more sex in general can make you out to be a bimbo, but not having a difference between competitive and casual encounters means that we will 


a, become a bimbo faster in regular scenarios than in violent scenarios because we treat them as normal, uncomplicated situations where no one is trying to outcompete someone else, thus ignoring the challenges,
or b, end up treating normal sex partners the same way we treat raiders and mutants we are trying to escape from or kill.


Can there by a hotkey that toggles sexfight on or off when we're already in a scene, so that we can dictate the context of the encounter? Forgetting to change it in the config before and after could be avoided that way. You would be able to avoid the mechanic when you have no ill intentions, nor think you should risk further becoming a bimbo, but you could also have it back on when assassinating someone with sex, for example.

Posted (edited)
8 minutes ago, idkmanyolo said:

Man, that sounds like a lot to think about and work on. I'd be pretty content with just doing part D to stop inflation, and then find out how the bimbo mechanics play out at higher levels. I'm seeing why you tied sexfight to the bimbo theme in the first place. I think the fact that you can already configure the thresholds that trigger paralysis and death means that I could still get potentially effective results without worrying too much about looking the part, like setting it to easy mode.


Another thing--is sexfight supposed to activate whenever AAF runs a scene? Like it makes sense that there's this conflict going on when violating or being violated, or in a SH scenario, but just casually doing it with companions or settlers means we need to always treat it like a contest or else our bimbo level will increase further than we may want. I get that having more sex in general can make you out to be a bimbo, but not having a difference between competitive and casual encounters means that we will 


a, become a bimbo faster in regular scenarios than in violent scenarios because we treat them as normal, uncomplicated situations where no one is trying to outcompete someone else, thus ignoring the challenges,
or b, end up treating normal sex partners the same way we treat raiders and mutants we are trying to escape from or kill.


Can there by a hotkey that toggles sexfight on or off when we're already in a scene, so that we can dictate the context of the encounter? Forgetting to change it in the config before and after could be avoided that way. You would be able to avoid the mechanic when you have no ill intentions, nor think you should risk further becoming a bimbo, but you could also have it back on when assassinating someone with sex, for example.


Wait, why would you think a more granular config (that also includes turning it off and on altogether ) is not possible or not already available?
Are you encountering any difficulties with the in-game  Sexfight config sub-menu?

Or do you just want another toggle hotkey to do that even faster?

Edit: re read it again and I understand now : 
I mean there is an "emergency brake " hotkey already, is that not it?
 

Edited by MSM_Alice
Posted
9 minutes ago, Mahuhu said:

Combat sex has so much potential, excited to see a new mod incoming. Perhaps consider modular approach. Sex Combat and Bimbofication mod as mechanics with a few prerequisites. Story quest mod, with the kitchen sink prerequisites, developed in a chapter format, similar to Nuka Ride. The mechanics mod alone would fill a void missing from both Skyrim and FO4. A struggle mechanic before throwdown (Sexual Harassment) would integrate nicely in sex fights (to replace violate, hands up). If Sex Attributes is present could allow for Sub/Dom outcomes and even different morphs. Does this require latest version of AAF? Thanks again. 

Hello!

Should work with pre-NG set-up with the old AAF ( the one that still uses the double for the player), and also post-NG set-ups with the newest AAF.
Also listed in the main description.

Posted
2 minutes ago, MSM_Alice said:


Wait, why would you think a more granular config (that also includes turning it off and on altogether ) is not possible or not already available?
Are you encountering any difficulties with the in-game  Sexfight config sub-menu?

Or do you just way another toggle to do that even faster?
 

Yeah, The config works fine, it just can't open during a scene. I'm looking for a quick toggle that can work when I'm already in a scene. I'll often start a scene without remembering if SA was set to consider it as consensual or not, and have to use the available hotkey to make sure it perceives the scene the right way. Having the same ability to turn sexfight on and off during a scene would be just as useful.

Posted (edited)
6 minutes ago, idkmanyolo said:

Yeah, The config works fine, it just can't open during a scene. I'm looking for a quick toggle that can work when I'm already in a scene. I'll often start a scene without remembering if SA was set to consider it as consensual or not, and have to use the available hotkey to make sure it perceives the scene the right way. Having the same ability to turn sexfight on and off during a scene would be just as useful.

But you have a hotkey, in the MCM  

                          "text": "Hotkey to Emergency-stop SexFight based killing when sex scene ends.",
                          "type": "hotkey",
                          "help": "Press this to toggle SexFight killing on sex end on/off even if mid-sex fight. Recommended: Numpad -"|

Maybe I am misunderstanding what it needs to do.

If you press that, no one will die at the end. They might get paralyzed, but they won't die, and no one will blame you for their temporary paralysis. 

Edited by MSM_Alice

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