Mimirue17 Posted April 9, 2025 Posted April 9, 2025 3 hours ago, MSM_Alice said: Do you mean she is never there from the very start, or that she is missing later on? If never there from the start, make sure you allow the mod to run and that you correctly talk with Mysti ( the mysterious scientist in the haz-mat suit by the containers as you exit the vault) to start the mod. Before you complete that dialogue (if the mod does not start correctly), Marina will not exist. Otherwise, head down on the path to Sanctuary, and she will be by the small wooden bridge over the creek (near that big truck) I am told that alternate start mods can interfere with the talk with Mysti, though.. If you are using an alternate start mod on a new game, and you can't find Mysti, you can bypass the Mysti talk using the Debug button in the MCM. If what you mean is that Marina was there at the start, but is no longer there, after you do some missions and return to her, then see below : if using start me up redux or the like, you need to start in the vault and exit (takes about 2 minutes) for most mods that start up at exit to function correctly. Nuka Ride,, CS and this mod are examples of that. Believe the option is "this is a memory I do not want to relive this"
MSM_Alice Posted April 9, 2025 Author Posted April 9, 2025 (edited) On 4/9/2025 at 6:39 PM, Mimirue17 said: if using start me up redux or the like, you need to start in the vault and exit (takes about 2 minutes) for most mods that start up at exit to function correctly. Nuka Ride,, CS and this mod are examples of that. Believe the option is "this is a memory I do not want to relive this" Here's a version where when he says it the second time, Sturges (in theory.. not tested) should now have a dialogue option where you can shut him up forever of the topic of making caps with Wedge. On the topic of any unusual stuff with body count stat or cravings, I can't find anything wrong with it on 0.7332. I'll need mor context on that bug... (including if occurred on a game with 0.7332 or earlier. 0.7332 should be good to go on body count, whether Codsworth or no Codsworth is used, all the checks seem to be in place.) Edited February 19 by MSM_Alice
Mimirue17 Posted April 9, 2025 Posted April 9, 2025 It was on 7332, I will start writing down animations used and may need to disable some if they prove troublesome for mod mechanics.
Mimirue17 Posted April 10, 2025 Posted April 10, 2025 3 hours ago, MSM_Alice said: Here's a version where when he says it the second time, Sturges (in theory.. not tested) should now have a dialogue option where you can shut him up forever of the topic of making caps with Wedge. On the topic of any unusual stuff with body count stat or cravings, I can't find anything wrong with it on 0.7332. I'll need mor context on that bug... (including if occurred on a game with 0.7332 or earlier. 0.7332 should be good to go on body count, whether Codsworth or no Codsworth is used, all the checks seem to be in place.) MSMA_v0_7333.zip 26.23 MB · 0 downloads More of under the hood question, what's happens to an animation that has no appropriate tags to apply cum, i.e. no anal, vaginal or oral tags. Does it count as a partner for body count? And does it add any cum for fluid count? I have seen many from Lieto and SC that are missing tags, as well as RhoZima
MSM_Alice Posted April 10, 2025 Author Posted April 10, 2025 (edited) 3 hours ago, Mimirue17 said: More of under the hood question, what's happens to an animation that has no appropriate tags to apply cum, i.e. no anal, vaginal or oral tags. Does it count as a partner for body count? And does it add any cum for fluid count? I have seen many from Lieto and SC that are missing tags, as well as RhoZima There are generally appropriate fallbacks; even if the animation has no tags, there are defaults that populate the fields. The invalidating aspect for some animations, an aspect that more recently can also be suppressed via the MCM setting, was if the animation had specific non-sexual tags, which labeled it as non-sexual. The extra non-sex-specific tags can act as invalidators, but if they are absent, the animation is by default valid and does produce effects even if it has no tags. The on-demand sex report does not generate for these kinds of non-sex animations, and you will be left with the report of the last valid animation. Maybe I should have the most recent sex report update actually update in this case too, and say the last AAF animation was non-sexual in nature? Edited April 10, 2025 by MSM_Alice
preglvr Posted April 10, 2025 Posted April 10, 2025 (edited) 16 hours ago, MSM_Alice said: Do you mean she is never there from the very start, or that she is missing later on? If never there from the start, make sure you allow the mod to run and that you correctly talk with Mysti ( the mysterious scientist in the haz-mat suit by the containers as you exit the vault) to start the mod. Before you complete that dialogue (if the mod does not start correctly), Marina will not exist. Otherwise, head down on the path to Sanctuary, and she will be by the small wooden bridge over the creek (near that big truck) I am told that alternate start mods can interfere with the talk with Mysti, though.. If you are using an alternate start mod on a new game, and you can't find Mysti, you can bypass the Mysti talk using the Debug button in the MCM. If what you mean is that Marina was there at the start, but is no longer there, after you do some missions and return to her, then see below : She wasn't in the museum. I talked to Mysti, met Preston at Sanctuary, reloaded save but she just not appears Edited April 10, 2025 by preglvr
Mimirue17 Posted April 10, 2025 Posted April 10, 2025 (edited) I am going to turn off all the animation packs that are not listed and only run SC, Leito, RohZima, BP70, Atomic/Mutated lust, Creature Packs, DLOH and the ones that are in Nuka Ride. Will see if any of the quirks persist. not even sure if its possible but if you want to make another dev key for checking body count added as well as fluid amount added I can test after every animation played and see if there are any that are acting up. Tempted to go back to AAF 161 Beta and test that as well. Believe that doppleganger errors (in the log reports) are from 1.1.1 as they removed that and not sure if that is messing with things beyond the proper scaling of some animations. Then again it could have absolutely no effect on anything and be a waste of time. I just use 1.1.1 as its way faster and cleaner operating. Edited April 10, 2025 by Mimirue17
Mimirue17 Posted April 10, 2025 Posted April 10, 2025 20 minutes ago, preglvr said: She wasn't in the museum. I talked to Mysti, met Preston at Sanctuary, reloaded save but she just not appears she is by the bridge over the creek as you go from the vault to santuary, you should see a big trailer in the creek as well. 1
PbBi Posted April 10, 2025 Posted April 10, 2025 Apologies, I am experiencing a strange error. Whenever an AAF scene loads, the fight minigame from this mod starts. And whenever the NPC involved flashes blue (I say "the" because I have not tested with more than two actors), a voice line plays. It is a woman's voice, saying "That's right, you had better make this count you bastard". Given the frequency of blue flashes, you can imagine that this voice line grows quite irritating. The sound loops over itself. This sound does not play during AAF scenes without this mod installed. However, a review of the files in this mod find no such sound file. This makes me think the culprit is an unintended interaction between this mod and another. My next step would usually be to iteratively disable portions of the load order until the culprit is found, but AAF installations are delicate enough and I am lacking in skill enough that the attempt leads to crashes rather than anything learned. So I ask here for help, even though I do not think this mod is the root cause of the error. 1
MSM_Alice Posted April 10, 2025 Author Posted April 10, 2025 42 minutes ago, Mimirue17 said: I am going to turn off all the animation packs that are not listed and only run SC, Leito, RohZima, BP70, Atomic/Mutated lust, Creature Packs, DLOH and the ones that are in Nuka Ride. Will see if any of the quirks persist. not even sure if its possible but if you want to make another dev key for checking body count added as well as fluid amount added I can test after every animation played and see if there are any that are acting up. Tempted to go back to AAF 161 Beta and test that as well. Believe that doppleganger errors (in the log reports) are from 1.1.1 as they removed that and not sure if that is messing with things beyond the proper scaling of some animations. Then again it could have absolutely no effect on anything and be a waste of time. I just use 1.1.1 as its way faster and cleaner operating. I can hook a dev behavior to one of the four dev keys to monitor bodycounts. While I am doing that, are there any other variables/stats you would want to see on that monitor?
MSM_Alice Posted April 10, 2025 Author Posted April 10, 2025 (edited) 35 minutes ago, PbBi said: Apologies, I am experiencing a strange error. Whenever an AAF scene loads, the fight minigame from this mod starts. And whenever the NPC involved flashes blue (I say "the" because I have not tested with more than two actors), a voice line plays. It is a woman's voice, saying "That's right, you had better make this count you bastard". Given the frequency of blue flashes, you can imagine that this voice line grows quite irritating. The sound loops over itself. This sound does not play during AAF scenes without this mod installed. However, a review of the files in this mod find no such sound file. This makes me think the culprit is an unintended interaction between this mod and another. My next step would usually be to iteratively disable portions of the load order until the culprit is found, but AAF installations are delicate enough and I am lacking in skill enough that the attempt leads to crashes rather than anything learned. So I ask here for help, even though I do not think this mod is the root cause of the error. Hello! Thank you for playtesting and reporting this That should be a quick fix that you could do via an MCM setting. The default Audio settings on the Sexfight in MSMA play some vanilla VATS UI sounds to draw your attention to certain events that occur during SexFight (challenge issued, challenge answered, etc). You are probably using a mod that replaces those vanilla VATS sounds (probably specifically the VATS sound played when a critical hit is executed) to the "That's right, you had better make this count you bastard" line. Fortunately, MSMA already has an MCM setting to mute any synthetic sounds it plays during sexfight since quite a few versions ago, just need to find that in the MSMA MCM and toggle them off and all should be well. Edit: This is the sound mute setting that you want set to "1" or even "2 ", not 0. Edited April 10, 2025 by MSM_Alice
MSM_Alice Posted April 10, 2025 Author Posted April 10, 2025 (edited) 1 hour ago, preglvr said: She wasn't in the museum. I talked to Mysti, met Preston at Sanctuary, reloaded save but she just not appears She is not in Concord, she is in Sanctuary. You're supposed to see her way before you get to the museum in Concord (even before you talk with Codsworth for the first time) Go by that truck (with the big blue trunk near it) and if she is not there, try this button in the MCM: Edited April 10, 2025 by MSM_Alice
MSM_Alice Posted April 10, 2025 Author Posted April 10, 2025 (edited) 1 hour ago, Mimirue17 said: I am going to turn off all the animation packs that are not listed and only run SC, Leito, RohZima, BP70, Atomic/Mutated lust, Creature Packs, DLOH and the ones that are in Nuka Ride. Will see if any of the quirks persist. not even sure if its possible but if you want to make another dev key for checking body count added as well as fluid amount added I can test after every animation played and see if there are any that are acting up. Tempted to go back to AAF 161 Beta and test that as well. Believe that doppleganger errors (in the log reports) are from 1.1.1 as they removed that and not sure if that is messing with things beyond the proper scaling of some animations. Then again it could have absolutely no effect on anything and be a waste of time. I just use 1.1.1 as its way faster and cleaner operating. MSMA_v0_7334.zip In this temp version 0.7334, DevKey 4 (that you can map to any hotkey in the mcm) gives you a popup with - Current Human Bodycount - Current Total Bodycount ( misspelled as "Todal" because I was in a rush) - Current Day to day total Bodycount (this decides if the craving kicks in or not) Fluids added are in the post sex scene report. if you run a "help bodycount" command in the fallout4 console you will likely see the global variables MSMA uses, and you can also inspect them separately on any other version. Edited April 10, 2025 by MSM_Alice
Mimirue17 Posted April 10, 2025 Posted April 10, 2025 1 hour ago, MSM_Alice said: MSMA_v0_7334.zip In this temp version 0.7334, DevKey 4 (that you can map to any hotkey in the mcm) gives you a popup with - Current Human Bodycount - Current Total Bodycount ( misspelled as "Todal" because I was in a rush) - Current Day to day total Bodycount (this decides if the craving kicks in or not) Fluids added are in the post sex scene report. if you run a "help bodycount" command in the fallout4 console you will likely see the global variables MSMA uses, and you can also inspect them separately on any other version. will test it out one comment on scene length. If you run into a staged scene that starts with a tease, you will actually get scene length set for each stage, so a 6 stage animation would go for 6 x scene length. Had that a few times already in the past session (chems run out before you are finished with all the crew...) Maybe a total length cap?
MSM_Alice Posted April 10, 2025 Author Posted April 10, 2025 1 hour ago, Mimirue17 said: will test it out one comment on scene length. If you run into a staged scene that starts with a tease, you will actually get scene length set for each stage, so a 6 stage animation would go for 6 x scene length. Had that a few times already in the past session (chems run out before you are finished with all the crew...) Maybe a total length cap? There is already such a setting in the MCM. Maybe a "auto end AAF scene involving player if sexfightis on and aggressors are cooked" would be more practical? With a setting on what degree of " cooked" is enough? (Punish levels 1 to 4 are topical punish levels paralysis/frenzy (orange get outline) means death ( red outline)
Sweettits Posted April 10, 2025 Posted April 10, 2025 Hello, regarding the sanctuary sturges/wedge quest. I have built the beds via wedge, but yet again the water is stuck on the I will start planting right away. So which log do you need? the 0,1,2,3. Thanks.
MSM_Alice Posted April 10, 2025 Author Posted April 10, 2025 (edited) 1 hour ago, Sweettits said: Hello, regarding the sanctuary sturges/wedge quest. I have built the beds via wedge, but yet again the water is stuck on the I will start planting right away. So which log do you need? the 0,1,2,3. Thanks. Hello! The current version of the mod does not do log traces related to that quest anymore. Usually, I do special builds then and there with log traces, but they don't stay in forever ( for performance reasons), they are just there for that one version. If you want to send in the log anyway, it *might* have some clues, then you can look at the file date and send the log that pertains to the latest gameplay session. Actionable context is as follows:( when you get to the problematic spot:) a - What version of the MSMA mod are you on b - Was it an upgrade or a new game c - What is the stage/completion status for Min01 quest (the vanilla quest for building up sanctuary - can be listed via console command ShowQuestStages.) d - stage /completion status of the MSMA_Bimbo_Min01 quest (can be listed via console command ShowQuestStages. ) e - Are you on PreNG or NG Edited April 10, 2025 by MSM_Alice
MSM_Alice Posted April 10, 2025 Author Posted April 10, 2025 (edited) New Version up 0.7335 Functionality Added option to auto end the player AAF Scene if SexFight is used, as soon as all NPCs are cooked. It has three intensity settings: 0 - Auto end off, 1 - Auto end when everyone had a para/frenzy tier orgasm, or 2 - Auto end when everyone had a death-qualifying orgasm. Added option to control how text notifications on the above Auto End event are handled (always on or only in Debug mode) Added a configurable max time limit for Sexfight Scenes ( @Mimirue17 ) Compatibility edge case: Added a an optional method to handle the ( FreeFlyCamF4SE_v12.1 ) side- effect of suspending all mcm-set hotkeys, while in fly camera. Naturally if MCM hotkeys stop working, sexfight challenges cannot be completed, so you now have an option where you can force the sexfight challenge button to hard-mapped on Numpad +. This bypasses the MCM hotkey system altogether, and so it should work even while in fly camera mode in FreeFlyCamF4SE_v12.1 Edited April 10, 2025 by MSM_Alice
Mimirue17 Posted April 10, 2025 Posted April 10, 2025 57 minutes ago, MSM_Alice said: New Version up 0.7335 Functionality Added option to auto end the player AAF Scene if SexFight is used, as soon as all NPCs are cooked. It has three intensity settings: 0 - Auto end off, 1 - Auto end when everyone had a para/frenzy tier orgasm, or 2 - Auto end when everyone had a death-qualifying orgasm. Added option to control how text notifications on the above Auto End event are handled (always on or only in Debug mode) Added a configurable max time limit for Sexfight Scenes ( @Mimirue17 ) Compatibility edge case: Added a an optional method to handle the ( FreeFlyCamF4SE_v12.1 ) side- effect of suspending all mcm-set hotkeys, while in fly camera. Naturally if MCM hotkeys stop working, sexfight challenges cannot be completed, so you now have an option where you can force the sexfight challenge button to hard-mapped on Numpad +. This bypasses the MCM hotkey system altogether, and so it should work even while in fly camera mode in FreeFlyCamF4SE_v12.1 will test this one as well Like the options there especially if handling a large crowd of horny raiders did still have some issues of body count going up after having Codsworth service of SM size here is the log - the last one was a sex em up scene with Sturges, the one before that was AAF scene with settler and then the 3rd one from bottom is the scene with Codsworth. Body count stayed at 4 and urges were warning me of need higher body count. Papyrus.0.log I did not see anything unusual in the log, wonder if a save, log out and log in would fix this.
Mimirue17 Posted April 10, 2025 Posted April 10, 2025 ok its not that its not keeping track of the body count, but had to leave sanctuary via fast travel for it work - had sex at another settlement and body count now reads 10. save and reload IN sanctuary did not fix it.
Mimirue17 Posted April 10, 2025 Posted April 10, 2025 20 minutes ago, Mimirue17 said: ok its not that its not keeping track of the body count, but had to leave sanctuary via fast travel for it work - had sex at another settlement and body count now reads 10. save and reload IN sanctuary did not fix it. had sex 2 more times after that log, both counted for overall body count, but did not raise the day to day count. this is on version 7334 as haven't installed the latest one yet. All in sanctuary. will go back before sanctuary and make sure body count is working before using Codsworth
Mimirue17 Posted April 10, 2025 Posted April 10, 2025 36 minutes ago, Mimirue17 said: Reveal hidden contents had sex 2 more times after that log, both counted for overall body count, but did not raise the day to day count. this is on version 7334 as haven't installed the latest one yet. All in sanctuary. will go back before sanctuary and make sure body count is working before using Codsworth ok its not codsworth, my character is just broken as far as daily body count goes... as you can see on the screen that one alone was 8 forged, before that 7 ghouls, a few settlers..... the day before my body count was 25 and slept to reset and it went to 4 and is stuck there
Mimirue17 Posted April 10, 2025 Posted April 10, 2025 I have a theory of what broke this, but won't be able to test it until after work be a few hours
JBakulaw Posted April 11, 2025 Posted April 11, 2025 On 4/8/2025 at 7:28 PM, MSM_Alice said: Hi! The current prerequisites are listed on the main page. Currently I am not using anything whatsoever from HN66s Classical Plain Rings or HN66 Plain Earrings. The ones that have some piercings are HN66's Easy Girl (don't forget the patch for FG and the HHS HN66s EasyGirl Outfits - Fusion Girl) <- some piercings here AAF Nuka Ride: A Porn Studio Mod and most of its prerequisites - temporarily borrowing some clothing and body piercings from there. might be some in Absolutely Skimpy Attire (and the bodyslide files for FG ASA Absolutely Skimpy Attire Fusion Girl Bodyslide) - don;t remember exactly Face piercings are all in the Satisfactory Piercings mod. Tnx. Using Vtaw6 nipple, navel and vaginal.
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