Jump to content

Recommended Posts

Posted (edited)
16 hours ago, Mimirue17 said:

I love the idea that nails would act like they do in NR and have to be done regularly, Bimbos got to put the work in :) and would avoid headaches like the PA thing.

Wedge scenes works fine each time, plan to find the quest at the end of that line this time.   Question about this set of quests, would it easier to place wedge near where the player spawns to force greet, then have a set animation play (that matches the dialogue, its very hit or miss) and have a animation mat play where they do the scene. Force greet again there instead of the loading screen then send player back to Sanctuary?   The loading screen to reset the player seems to be unnecessary but I could just no understand how the animation calls and forced location work.

 

As far as outfits go, I normally choose the BoS outfit with the thigh heels (the one with leg straps) as it works well with the Garter Belt and Stockings look, and then pick a dress I like or skirt/top combo.   This gives the hypersexualized bonus and lets me keep the look I want (heels are from TSR I think)   I think a good option for outfits would be to offer separated Heels and Heel boots from the TSR and Easy Girl mods (think Marina even mentions this in her intro) and then put together the rest of the outfit.   I tend to use Lingerie stockings and garter belt from VTAW 7 (best I could find so far) and use the Ada Dress from VTAW 9 (can be turned to different colors and skimpyness I use version 2) and can be turned fishnet for the total 'DO ME' look.   I also use the mini shorts and tops from Easy Girl along with the boots/heels from the hologram outfits and those same stockings.

 

playing with settings this time through and even though got nocked up to a slut level really fast (turned on use sex addiction for AP) and also increase bimbo level for AP, still not a bimbo level 1 and according to the cravings tab not really close (like 23%) I fear using the cheat to increase bimbo level as it tends to overdo it and increase you multiple times 30 seconds apart from each other.   It is almost like the system is slow to recognize progress, but when you apply the cheat it goes and looks at everything and realizes you have been a good little bimbo and they failed to promote you and have earned enough credit to actually be level 2 or 3 in some cases.

 

one last thing as this is getting long anyways, not sure the stretching/sizing is completely doing justice to some of the size adjustments the players would go through.   I set everything to auto surrender so it would loop for awhile and had non stop sex with supermutants and hounds for a good 30-45 minutes while I was away from computer making dinner.   The previous scene hot key stated that they were masssive shafts that hopefully did not cause damage yet when I checked none of the sizes were actually stretched past normal.   they hit a wall before reaching size 2.   Maybe I will go test it and have an long night with a behemoth and make sure every hole gets worked multiple times  if there is animation for it.


It is mostly the cheat; once used, it gives you a big boost. 



Will have to look if something did not break in terms of size management.   Certainly, several AAF animations with partners that are two sizes classes above or more, should cause noticeable effects. 

Three aspects to take into account: 

1. Even since I added Codsworth and Wedge, I added a per-npc size override ActorValue. The story at some point will include some science experiments that will result in small NPC with enlarged manhoods, and large NPCs ( including supermutants)  with tiny manhoods.  So, size must not be unilaterally decided by the NPC race; there needs to be an override. Maybe there is an override-related bug in that extreme sequence of AAF scenes you subjected your character to.  What is the post-scene report saying about the sizes of the partners?

2. Since I added a way for Codsworth to deal with the player's large size cravings,  I wanted Codsworth to be able to do that  without also producing the negative size mismatch-related effects
Maybe there are some bugs there,  the "Codsworth safety flag" remains set for some reason, or maybe there size override bug .... I  will have to dig in.
What is the post-scene report saying about it?  Do any of the scenes in that extreme sequence of AAF scenes you subjected your character to, have post-scene reports making incorrect reference for those scenes being "Codsworth" scenes?

3, Are any of the mods you are using making custom edits to the vanilla supermutant race, specifically does your Spermutant race have a different formID than the classic vanilla Supermutant race?
That could also be it, as "uncategorized" races have a rather tame size by default. 
What is the post-scene report saying about the size and race of the partners? 



In theory, a run-in with super mutants, esp,  if more than one scene, should not leave the player in a normal state esp if the player was not already higher level on the path to total mindless sex drone.

Now, there are some layers of complexity there, as for advanced bimbos, there are indeed secondary ways to mitigate size-related bad effects, specifically, the lubrication status can help mitigate some of that. 

If the lubrication stat is quite high (alcohol can help with that, bimbo higher levels help with that, and also some lubricant consumables that are not officially released yet help with that), there won't be as much stretching. The lore behind it is that if the nanites in one's bloodstream need to turn someone into mindless sex drones to fulfill certain activities again and again, they want them to be able to handle supermutants and humans alike; higher-level bimbos are more versatile in that direction and suffer less permanent negative effects fromhaving ridiculous sex encounters than the negative effects normal people would experience. (up to a certain threshold, monstrous creatures are still too much even for experienced bimbos). 


 

Edited by MSM_Alice
Posted
8 hours ago, MSM_Alice said:


It is mostly the cheat; once used, it gives you a big boost. 



Will have to look if something did not break in terms of size management.   Certainly, several AAF animations with partners that are two sizes classes above or more, should cause noticeable effects. 

Three aspects to take into account: 

1. Even since I added Codsworth and Wedge, I added a per-npc size override ActorValue. The story at some point will include some science experiments that will result in small NPC with enlarged manhoods, and large NPCs ( including supermutants)  with tiny manhoods.  So, size must not be unilaterally decided by the NPC race; there needs to be an override. Maybe there is an override-related bug in that extreme sequence of AAF scenes you subjected your character to.  What is the post-scene report saying about the sizes of the partners?

2. Since I added a way for Codsworth to deal with the player's large size cravings,  I wanted Codsworth to be able to do that  without also producing the negative size mismatch-related effects
Maybe there are some bugs there,  the "Codsworth safety flag" remains set for some reason, or maybe there size override bug .... I  will have to dig in.
What is the post-scene report saying about it?  Do any of the scenes in that extreme sequence of AAF scenes you subjected your character to, have post-scene reports making incorrect reference for those scenes being "Codsworth" scenes?

3, Are any of the mods you are using making custom edits to the vanilla supermutant race, specifically does your Spermutant race have a different formID than the classic vanilla Supermutant race?
That could also be it, as "uncategorized" races have a rather tame size by default. 
What is the post-scene report saying about the size and race of the partners? 



In theory, a run-in with super mutants, esp,  if more than one scene, should not leave the player in a normal state esp if the player was not already higher level on the path to total mindless sex drone.

Now, there are some layers of complexity there, as for advanced bimbos, there are indeed secondary ways to mitigate size-related bad effects, specifically, the lubrication status can help mitigate some of that. 

If the lubrication stat is quite high (alcohol can help with that, bimbo higher levels help with that, and also some lubricant consumables that are not officially released yet help with that), there won't be as much stretching. The lore behind it is that if the nanites in one's bloodstream need to turn someone into mindless sex drones to fulfill certain activities again and again, they want them to be able to handle supermutants and humans alike; higher-level bimbos are more versatile in that direction and suffer less permanent negative effects fromhaving ridiculous sex encounters than the negative effects normal people would experience. (up to a certain threshold, monstrous creatures are still too much even for experienced bimbos). 


 

I do use Super Mutant Redux, but what you just mentioned is probably the reason.   I believe in that wacko orgy I put the player through (was just a test, not something that could happen at least at regular bimbo levels)  she became level 5 bimbo (started at 1) so that would explain the results.   While the after scene reports were showing huge size differences they were probably based on the initial bimbo level (sex fight was left on but no effective at the level of aggressor initially).   By the time the episode was over the player could probably handle them without even needing chemical help.   I currently use pinkies, wine and Boston Flip before every sexfight if possible, I try to get the numbers down to what I prefer then surrender.   I use Codsworth to handle any hard to achieve lusts usually around size and fluids and visit Marina every once in awhile to attend class of the wayward bimbo to keep from advancing past level 2 as that seriously effects playing the game as you spend more time managing lusts then you can questing.   Have to say I make more exp with sex education then I do questing....Might have to turn that down as in the current play through I am already level 16 and have hardly done much in the game.

Posted

hah, ya the size thing works fine.   Had Codsworth gangbang me with behometh sized dildos and got every hole to enlarged state, and a belly that looked like she was 9 month pregnant with a horse.....

have to go check what the effects of all the fun with Codsworth did to sex attributes but the poor girl is having orgasms every 5 to 10 seconds non stop...it so bad the messages are not able to keep.

Posted (edited)
On 2/4/2025 at 4:57 AM, MSM_Alice said:



@jah6065 @UsernameTaken666 @4nln415Thank you!


@kazeha9

Thank you so much for the feedback! ❤️

Added XDI and Confirm Boxes mods as prerequisite mods, which should help with text readability. I am using them while developing, just forget to add them to the list. 
I will also see how I can protect the NPCs from SH, it makes no logical sense for the story for Marina to engage in SH behavior 

Understood about moving all cheats/Dev things in a debug menu in MCM, and leaving the Device menu in the game only with the legit in-game options.
What do you mean by cheat start at the beginning? Do you mean the fact that a lot of early info is unceremoniously given in text boxes? Indeed it is not great, they are placeholders. I plan to build a video file there, to replace those text boxes at some point.


For anyone else visiting this, here are some very optional questions:
- Did you like it, and if yes what is the one thing you liked most?
-What is the one thing you hated most/ liked least? 
- What bimbo level did you achieve?
- Did you manage to paralyze opponents with mind-blowing orgasms in SexFight? (or kill them with Galactic ones if you got to Bimbo level 2+)?
- Did you notice everything is crazy expensive as vendors ask for a lot of caps and give you very little money for goods?
- Did you notice the fact that once you are a bimbo, if you have no bobby pins once per day (near midnight) you can magically produce one or two bobby pins from your hair? 
- Have you noticed that sex seems to heal you now, and if you apply yourself to responding consistently to SexFight challenges you can recover mind health, and delay the onset of Sex Attributes mind break (you can even go back to a normal state from incoherent/hazy states).  If things get out of control and a mind break does occur (mind health does get to 0), then indeed that's it for the current scene, the only way to heal is the old/normal way, after the scene,  but if your mind health is not yet 0,  you can get it back up to 4  (full health) just with consistent successful sex fighting, dynamically. 
- Have you read any post-sex scene details/reports? 
- Have you gotten to some deep bimbo cravings (and have you read the bimbo craving reports) 
- Does it all seem intelligible? 
- have you noticed that the mod reacts if you try to cheese your way out of a losing fight,  if you want to exit with the End key quickly in the AAF UI, the mod "sees" that.

I put a bunch more stuff in but I do not want to reveal it all, I hope people discover it on their own, as they play.

There's a myriad of things I could be building next, what do you think my focus should be: 
A few examples: 

- Clean up and comment  scripts and release script sources
- Finalize migration of all strings everywhere  in the dedicated string manager script in neatly organized string arrays, to facilitate spellcheck corrections  localization
- Organize clothing better (not just a few outfits borrowed from Nuka Ride) 
- Organize Accessories Better
- Fine-tune mechanics
- Profiling and performance
- General Debug 
- Integration with more third-party mods. ( For instance, I am thinking that maybe I should add an option for the device to auto-suspend itself while you travel to NukaWorld, so that its sex-fighting ways can't be used to interfere with the Nuka Ride story or to check if you have the Commonwealth Slavers collar and again, have sex fight be unavailable in those states so that it is consistent with the lore of those mods. ) 
- Start developing the main story in earnest
- add sound effects also for non-human and non-super-mutant races on NPC orgasms 
- Add voices?
- create a Discord for this mod, maybe create some visual materials like a graphical logo for it too? :)
- Add some ridiculous Bimbo-solves alternate paths for vanilla story quests/problems.

- focus on music background?


-... something else?


Maybe implement the Debimbofication School quests (it is supposed to be an actual location with a teacher, you, and your bimbo class colleagues in a class while a stern teacher explains to you how to stop being a bimbo.
Here's a script excerpt for that ( I am having so much more fun writing these than Papyrus scripts :) )

Pauline, the teacher points  her pointer at the  table with a  crude drawing of a questionable wasteland situation: "... And what do we do in this situation when we see a group of raiders approaching us?" 
Opal: *Raises her hand*
Teacher: " Yes Opal?" 
Opal: "Umm... Sucky sucky five dollah?"
Teacher(rolling her eyes): No Opal, no,  that's the opposite, the o.p.p.o.s.i.t.e. Yes, Ginger?
Ginger: *unsure*: Is it.. blow-y .... blow-y?
Teacher (losing her marbles) Blo.. It is NOT blow-y blowy, it is not sucky sucky, no sucking and no blowing!  We run away, we take our heels off, and we run away before they get close FFS.
Opal: "Take them off? Even if the heels are like ... a nice brand and really pretty? "
Teacher: " Yes, especially if the heels are really pretty."
Daisy: *Looking at Opal's heels* "Can I have them, if she takes them off? They cute and go really well with my purse" 
Teacher: " Listen that's not the po... ugh... "
Teacher *defeated  tone*: I guess we need to fire up the Hypnotron for you again, there's no way to teach you the normal way, you're just too far gone this time

 

... naturally there's going to be a terrible mishap with the Hypnotron at some point.  The teacher herself has a pretty spicy past, and depending on what the player does or does not do, that past will catch up with the teacher someday too.

This is an incredible mod - on par with Nuka Ride and CWS once it's fully fleshed out. I've played it pretty extensively now and to answer your questions:

-Loved it - my favorite thing is that it spices up the sex scenes, makes them interactive (closest thing i've found to Spank That Ass from Skyrim)

-Really can't find a thing i don't like about it, other than the bugs I am dealing with that i'll go into later

-I think i'm bimbo level 4 or 5 now - it started leveling FAST after my character got addicted to psycho, and she had no AP (I have deep addictions installed)

-Paralyzing foes is working just fine, I wish they were lootable as when you lose all your items with Violate you have to punch them to death

-Haven't killed an opponent yet.

-YES, i went to solomon to get my fix and everything was way out of my price range

-I was wondering where the bobby pins were coming from

-Yes I was wondering why the wear from sex attributes wasn't killing my character as it usually does. I do think that it's working as intended with sex attributes but when my character was reaching mindblowing or galactic pleasure levels she was cumming like back to back so it didn't matter lol

-post sex details are working

-it does, i was impressed with the english in this mod

-yes, i lost a fight that i won because of that

 

The only issues I've had are with the punishment system after a violate scene. If you win the sexfight, it works just fine. When you lose the sexfight, i'm finding that the punishment delay system is still getting her out of whatever punishment is chosen (KFT/Devious devices and Bad End are the ones I'm having trouble with. Bound in public is working.) I had to reload a couple of saves because the script was trying to take the KFT devices off, and KFT kept putting them back on. On that note, I had to stop using the long nails, because they were fighting the devious devices HARD when applied. I disabled KFT/Devious devices in violate's settings and just went with Bad End, and the punishment delay system is pulling me out of the animation a few seconds in and acting as if no punishment happened. (I'm trying to get this to work all the way through Violate: purgatory)

 

I'd love to see this mod get some more love. I was going to give fallout a pass and move on to the newer games, but this adds so much life to the playthrough. You need to get this voiced! Additionally, I think Hardship and Sexual Harassment are great mods for a sex playthrough, and with the option to pleasure your opponents instead of kill them, there is a lot of potential for integration there. (More caps for high pleasure? No caps for losing?)

 

Thank you for your work!

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

This is an incredible mod - on par with Nuka Ride and CWS once it's fully fleshed out. I've played it pretty extensively now and to answer your questions:

-Loved it - my favorite thing is that it spices up the sex scenes, makes them interactive (closest thing i've found to Spank That Ass from Skyrim)

-Really can't find a thing i don't like about it, other than the bugs I am dealing with that i'll go into later

-I think i'm bimbo level 4 or 5 now - it started leveling FAST after my character got addicted to psycho, and she had no AP (I have deep addictions installed)

-Paralyzing foes is working just fine, I wish they were lootable as when you lose all your items with Violate you have to punch them to death

-Haven't killed an opponent yet.

-YES, i went to solomon to get my fix and everything was way out of my price range

-I was wondering where the bobby pins were coming from

-Yes I was wondering why the wear from sex attributes wasn't killing my character as it usually does. I do think that it's working as intended with sex attributes but when my character was reaching mindblowing or galactic pleasure levels she was cumming like back to back so it didn't matter lol

-post sex details are working

-it does, i was impressed with the english in this mod

-yes, i lost a fight that i won because of that

 

The only issues I've had are with the punishment system after a violate scene. If you win the sexfight, it works just fine. When you lose the sexfight, i'm finding that the punishment delay system is still getting her out of whatever punishment is chosen (KFT/Devious devices and Bad End are the ones I'm having trouble with. Bound in public is working.) I had to reload a couple of saves because the script was trying to take the KFT devices off, and KFT kept putting them back on. On that note, I had to stop using the long nails, because they were fighting the devious devices HARD when applied. I disabled KFT/Devious devices in violate's settings and just went with Bad End, and the punishment delay system is pulling me out of the animation a few seconds in and acting as if no punishment happened. (I'm trying to get this to work all the way through Violate: purgatory)

 

I'd love to see this mod get some more love. I was going to give fallout a pass and move on to the newer games, but this adds so much life to the playthrough. You need to get this voiced! Additionally, I think Hardship and Sexual Harassment are great mods for a sex playthrough, and with the option to pleasure your opponents instead of kill them, there is a lot of potential for integration there. (More caps for high pleasure? No caps for losing?)

 

Thank you for your work!

one thing you might find useful is the Hud for sex attributes, with the patch on the last page or the one before in the help section of that mods support (to add arousal mainly, as sometime you will want to miss a challenge to make sure you climax or vice versa).   I have noticed that wear is applied then pretty quickly rmoved unless you are taking in very large sizes then it takes a bit (nanites doing their thing to keep the bimbo ready for action!)

another thing that was suggested fairly early on in the help section was the use for food/chems and alcohol to help with handling stronger foes.   This of course leads to more addictions which is a fun trip in itself.   Pinkies, wines, Nuka Quartz I believe and Boston Flip but I think that is from a raider mod.   My poor girl has a drug stash that would make drug lords jealous :)  If you really want to have fun check out Chem Visuals and provactive perks to spice it up even more.

 

I removed DD from my games as they are a bit janky even with the latest ones.   I will playtest a little with KFT and see if I can offer any feedback on those.

 

about the stolen items, I have stopped looting weapons from downed foes to handle that, if your stuff gets stolen you can just go and grab one of their weapons  :)

 

 

Edited by Mimirue17
Posted (edited)
20 hours ago, weskiB said:

This is an incredible mod - on par with Nuka Ride and CWS once it's fully fleshed out. I've played it pretty extensively now and to answer your questions:

-Loved it - my favorite thing is that it spices up the sex scenes, makes them interactive (closest thing i've found to Spank That Ass from Skyrim)

-Really can't find a thing i don't like about it, other than the bugs I am dealing with that i'll go into later

-I think i'm bimbo level 4 or 5 now - it started leveling FAST after my character got addicted to psycho, and she had no AP (I have deep addictions installed)

-Paralyzing foes is working just fine, I wish they were lootable as when you lose all your items with Violate you have to punch them to death

-Haven't killed an opponent yet.

-YES, i went to solomon to get my fix and everything was way out of my price range

-I was wondering where the bobby pins were coming from

-Yes I was wondering why the wear from sex attributes wasn't killing my character as it usually does. I do think that it's working as intended with sex attributes but when my character was reaching mindblowing or galactic pleasure levels she was cumming like back to back so it didn't matter lol

-post sex details are working

-it does, i was impressed with the english in this mod

-yes, i lost a fight that i won because of that

 

The only issues I've had are with the punishment system after a violate scene. If you win the sexfight, it works just fine. When you lose the sexfight, i'm finding that the punishment delay system is still getting her out of whatever punishment is chosen (KFT/Devious devices and Bad End are the ones I'm having trouble with. Bound in public is working.) I had to reload a couple of saves because the script was trying to take the KFT devices off, and KFT kept putting them back on. On that note, I had to stop using the long nails, because they were fighting the devious devices HARD when applied. I disabled KFT/Devious devices in violate's settings and just went with Bad End, and the punishment delay system is pulling me out of the animation a few seconds in and acting as if no punishment happened. (I'm trying to get this to work all the way through Violate: purgatory)

 

I'd love to see this mod get some more love. I was going to give fallout a pass and move on to the newer games, but this adds so much life to the playthrough. You need to get this voiced! Additionally, I think Hardship and Sexual Harassment are great mods for a sex playthrough, and with the option to pleasure your opponents instead of kill them, there is a lot of potential for integration there. (More caps for high pleasure? No caps for losing?)

 

Thank you for your work!


Thank you so much for taking the time to play it and offer this feedback, it is so needed!
If you can, please elaborate some more to help me correctly understand it so, at the next update, I can correctly address the problematic aspects.


Punishment system after violate: 
If the player loses a sexfight, in theory, there should be no Violate player punishment delay (or any type of interference, really) in the Violate player punishment flow by this mod.
Whatever is getting your player out of a bind is not any delay for the punishment (the only ones who get their MSMA punishment delayed are the NPCs). 
I suspect it is once again long nails being equipped and set to indestructible/always on creating some issues, I think I will abandon that route, as it seems indestructible long nails create more headaches across the board than they are worth.   Will have to change the approach there and allow them to be destroyed if needed. Will make sure it is part of the next update. 
 


Bad end animation
I will also try to figure out what could be pulling the player out of a bad end animation (never tested with it on).
Maybe it is the nails still, maybe something else.

In terms of purgatory, when the story is done,  the extra-planar entities should intervene and prevent player death ( naturally at a cost of force-accelerating the player's advancement of the bimbo path ), they need to protect their investment after all. 

 

Lootable Paralyzed Assailants
Unfortunately, I am using the vanilla paralysis magic effect on them, and the game still considers them alive and unlootable in that state. 
They are pickpocketable, though. 
Additionally, the player (on a successful AAF punish) emerges from that  AAF scene with some notable (and very temporary)  bonuses/boosts,  including a hand-to-hand damage bonus, which is further amplified by having nails on.
Scratching their eyes out immediately after with one's own hands,  while they are paralyzed,  is encouraged (and supported/amplified).

 

 

 


Right now, work pulled me a bit away from the mod, so the update cadence over the last 3 weeks has been slower, but it is not on hiatus :).
I am making some progress on the de-bimbo school, currently learning how to create new characters from scratch and hope to correctly remove and apply various custom hairstyles and hair parts via script to NPC and the player. 

After working through the current set of bugs, finalizing the localization support for script-nested strings, and building a first version of the De-bimbo school  (just the base loop, without the associated quests/events), I definitely want to create voiced dialogue for what is built so far, and perhaps even replace the blocks of text at the start with a more natural soundig (and lengtier) conversation with Misty. 


I am also trying to figure out a better way to handle hypersexualized clothing, and, instead of the current real-time keyword tagging method,  am looking into creating an in-game armor mod item that a player can fit to any armor from any mod, at an armor workbench which has the MSMA  hypersexualized armor keyword pre-attached.  
Right now, identifying which clothing  ( coming from external fashion mods) is hypersexualized as far as MSMA is concerned is all done with custom keywords added to persistent ObjectInstances at run-time,  which only Marina's scripts can do.  This does work okay, however, it does have a drawback: this method prevents me from using functions like player.haskeyword,   as that does not work for any keywords added at runtime.  That limitation makes checks and hypersexualized status management a bit slower, so maybe a refactoring of that system based on in-game armor mods  that have the keyword pre-added from the start (  instead of  added per object reference at run-time)  is better as: 

- It makes checks simpler/faster
- allows using armor workbenches so the player can hyper-sexualize any custom armor they see fit.

 


 

Edited by MSM_Alice
Posted

I got super busy IRL and pretty much stopped playing the day after I finished making my load order and getting to Sanctuary lol. Hopefully I'll have a tiny bit of time coming up, at least until the end of May, to try this out, I definitely really want to.

Posted (edited)

I tested KFT items both added by player and by punishment and did not have any removed by assailants during a sexfight.   I did have it set to check after scene, possibly having it set to before scene could cause issues?

 

did have 1 thing that you could possible look at in a future patch.

 

sexfight set to kill seems to get toggled off by other settings.   I think its by toggling to have sex with friendlies but not sure.   This can create a weird bug where when you toggle kill mode back on, paralyze/frenzy is still left on.   I have the scenes set to end if kill pleasure is reached and even if all enemies are successful set to kill they well instead be paralyzed.

This is weird in that the frenzy/paralyze is set to frenzy and the kill setting is set to true (and all enemies were hit with red outline and the message all npc's were cooked registered).

 

possible solutions would be to lock in settings for paralyze/frenzy and for kill until they are changed by player. 

or have the friendlies toggle be similiar to the emergency stop sexfight hotkey in that it only effects that particular active scene.

 

if you like I can test it with a hud message at the start of every scene to list what is currently active as a test button or anything else you would like to test around this.   Its not game breaking or anything but is kinda weird what is taking priority in these situations.

 

edit: Forgot to mention when I went and turned off frenzy/paralyze it worked as intended.

Edited by Mimirue17
Posted (edited)
6 hours ago, Mimirue17 said:

I tested KFT items both added by player and by punishment and did not have any removed by assailants during a sexfight.   I did have it set to check after scene, possibly having it set to before scene could cause issues?

 

did have 1 thing that you could possible look at in a future patch.

 

sexfight set to kill seems to get toggled off by other settings.   I think its by toggling to have sex with friendlies but not sure.   This can create a weird bug where when you toggle kill mode back on, paralyze/frenzy is still left on.   I have the scenes set to end if kill pleasure is reached and even if all enemies are successful set to kill they well instead be paralyzed.

This is weird in that the frenzy/paralyze is set to frenzy and the kill setting is set to true (and all enemies were hit with red outline and the message all npc's were cooked registered).

 

possible solutions would be to lock in settings for paralyze/frenzy and for kill until they are changed by player. 

or have the friendlies toggle be similiar to the emergency stop sexfight hotkey in that it only effects that particular active scene.

 

if you like I can test it with a hud message at the start of every scene to list what is currently active as a test button or anything else you would like to test around this.   Its not game breaking or anything but is kinda weird what is taking priority in these situations.

 

edit: Forgot to mention when I went and turned off frenzy/paralyze it worked as intended.



Thank you.

I suspect that restrictive gloves like DD gloves could permanently conflict with the permanent long nails. 
So would mods like destroy armor (when being fired upon) and prevent re-equiping armor in those slots until the player "Recovered" their armor-wearing ability

Both those situations might "fight" the MSMA equipment monitor. 
Maybe I need an MCM page for the MSMA equipment monitor, where a player can decide what is being monitored/enforced and what is not. 
For instance, maybe body piercings are okay to be enforced, but long nails: maybe not okay. 


Maybe equipment reinforcing ( re-equiping if force unequipped) on this Mod side,  should be changed and only happen in certain  cases for instance if  the player 
- does not have any items with the KFT restraints tag equipped or
- does not wear any items with the DD restraints tag equipped  

- not in Power Armor.

only then should the MSMA equipment enforcer do anything.


Or maybe these should be settable in the MCM.
This would avoid perpetual conflicts like the gloves from the Latex Collar and Fetish dreams mod conflicting with Marina's indestructable long nails.
 

 


Happy to offer additional context on the Sexfight kill setting behavior.
Sexfight kill-by-orgasm is supposed to be a rather harsh punishment, that is more rarely used (not usually  aligned with a "make love not war" philosophy )

That is why, if turned off at a certain point, it needs to be turned on specifically by going in the implant menu, SexFight settings ->Hitting that toggle again. 

Indeed, if you use the "no punishment sexfight" hotkey toggle to have sexfight without punishments on (maybe to "sexfight" friendlies for influence),  sexfight kill gets set to off. So do paralysis and frenzy; they, too, are off.  Then, once you are done using this peaceful mode of sexfight, and you press that hotkey again to re-enable bad outcomes for NPCs,   the capital punishment (death) is the only one not automatically toggled back on; it stays false (even if it was true before).
The lesser punishments, like paralysis or frenzy, do get toggled back on, but not death.
Death outcome for NPCs, since it is so serious, once off needs to be re-enabled manually in the sexfight sub-menu in the implant menu.
The hotkey toggle popup message should tell you that you will need to do that. (That is not a bug,  it is by design).
Is that what you were referring to, or something else that I overlooked?

 

Edited by MSM_Alice
Posted
24 minutes ago, MSM_Alice said:



Thank you.

I suspect that restrictive gloves like DD gloves could permanently conflict with the permanent long nails. 
So would mods like destroy armor (when being fired upon) and prevent re-equiping armor in those slots until the player "Recovered" their armor-wearing ability

Both those situations might "fight" the MSMA equipment monitor. 
Maybe I need an MCM page for the MSMA equipment monitor, where a player can decide what is being monitored/enforced and what is not. 
For instance, maybe body piercings are okay to be enforced, but long nails: maybe not okay. 


Maybe equipment reinforcing ( re-equiping if force unequipped) on this Mod side,  should be changed and only happen in certain  cases for instance if  the player 
- does not have any items with the KFT restraints tag equipped or
- does not wear any items with the DD restraints tag equipped  

- not in Power Armor.

only then should the MSMA equipment enforcer do anything.


Or maybe these should be settable in the MCM.
This would avoid perpetual conflicts like the gloves from the Latex Collar and Fetish dreams mod conflicting with Marina's indestructable long nails.
 

 


Happy to offer additional context on the Sexfight kill setting behavior.
Sexfight kill-by-orgasm is supposed to be a rather harsh punishment, that is more rarely used (not usually  aligned with a "make love not war" philosophy )

That is why, if tuned off at a certain point, it needs to be turned on specifically by going in the implant menu, SexFight settings ->Hitting that toggle again. 

Indeed, if you use the "no punishment sexfight" hotkey toggle to have sexfight without punishments on, (maybe to "sexfight" friendlies for influence),  sexfight kill gets set to off. So do paralisys and frenzy, they too are off.  Then, once you are done using this peaceful mode of sexfight, and you press that hotkey again to re-enable bad outcomes for NPCs,   the capital punishment (death) is the only one not automatically toggled back on, it stays of false (even if it was true before).
The lesser punishments like paralysis or frenzy do get toggled back on, but not death.
Death outcome for NPC , since it is so serious, once off needs to be re-enabled manually in the sexfight sub-menu in the implant menu.
The hotkey toggle popup message should tell you that you will need to do that. (That is not a bug,  it is by design).
Is that what you were referring to, or something else that I overlooked?

 

the mechanics make sense now, thanks.   I have noticed that in the current quest line I am on (Cabot House - Valkryie quest line) almost all the enemies are resisting the kill mechanic unless you have sex with them in 2 seperate sequences.   As you pointed out Kill is not the primary tool focus so I will go back to frenzy as having so many scenes back to back is raising my chance to go to bimbo 3 which I am trying to avoid.   

 

the mod is totally playable for this stage, maybe a few tweeks as you mentioned until you have time again to work on the bimbo school (I love those 2 songs btw, 14 is one of my personal favorites)

Posted

I like this mod i just wish when you get to level 4 and higher that they raiders and gunners and creatures wernt hostile as its very difficult to fight when you keep dropping your weapons ans that happens on characters i dont play with this mod

Posted
50 minutes ago, jstnf said:

I like this mod i just wish when you get to level 4 and higher that they raiders and gunners and creatures wernt hostile as its very difficult to fight when you keep dropping your weapons ans that happens on characters i dont play with this mod

um you know you can turn the weapon drop chance down to almost impossible to happen in the MCM settings right?  Getting above level 2 is a heck of a challenge to keep the implant at bay and satisfied....I do everything in my power to stay level 1 or 2 to allow a normal co existence with it....I earn caps simply to pay for Bimbo school.   I am a regular student there and can't wait to meet and become friends with all the other students. 

Posted

Sorry this is vague.

 

I am running into a issue where whenever a sex scene begins, it auto goes to the exiting --> unjoining stage. resulting in the scene lasting 6 seconds & there being no sexfight minigame.

Posted
14 minutes ago, Mooselager12 said:

Sorry this is vague.

 

I am running into a issue where whenever a sex scene begins, it auto goes to the exiting --> unjoining stage. resulting in the scene lasting 6 seconds & there being no sexfight minigame.

on a new game without MSMA installed do AAF scenes work normally?

and if that is Yes,

have you changed any settings through the MCM for MSMA when it is installed?

last question did you notice what animation set it was calling when this happened?

 

will help narrow down possible causes

Posted (edited)
39 minutes ago, Mimirue17 said:

on a new game without MSMA installed do AAF scenes work normally?

and if that is Yes,

have you changed any settings through the MCM for MSMA when it is installed?

last question did you notice what animation set it was calling when this happened?

 

will help narrow down possible causes

Thank you, I have troubleshooted through those and was able to only be able to narrow it down to this mod.
Not only do scenes work on my back-up save with it disabled, but scenes work normally on my current problematic save if I have the mod disabled on my load-order.
Haven't changed any settings, but I did notice this issue happened around the time I acquired some perversion perks & advanced stages of bimbo/addiction.
Random animation selected so it was multiple, if I start a scene manually through AAF, it results the same with any scene between MC + partner.

Position goes directly from Gathering--Exiting---Unjoining. It's like skipping the part after gathering & before exiting.

I may have to ultimately revert to a slightly older save & watch for the trigger that caused it.

 

Thanks again for taking the time to help & also reminding me of troubleshooting steps.

 

P.S: I did not adjust settings prior to the problem showing itself, I started playing with settings to try & troubleshoot on a separate save but no luck.

Edited by Mooselager12
Posted (edited)
1 hour ago, Mooselager12 said:

Thank you, I have troubleshooted through those and was able to only be able to narrow it down to this mod.
Not only do scenes work on my back-up save with it disabled, but scenes work normally on my current problematic save if I have the mod disabled on my load-order.
Haven't changed any settings, but I did notice this issue happened around the time I acquired some perversion perks & advanced stages of bimbo/addiction.
Random animation selected so it was multiple, if I start a scene manually through AAF, it results the same with any scene between MC + partner.

Position goes directly from Gathering--Exiting---Unjoining. It's like skipping the part after gathering & before exiting.

I may have to ultimately revert to a slightly older save & watch for the trigger that caused it.

 

Thanks again for taking the time to help & also reminding me of troubleshooting steps.

 

P.S: I did not adjust settings prior to the problem showing itself, I started playing with settings to try & troubleshoot on a separate save but no luck.

This may sound weird, but are you only wearing outfits provided by this mod and what nails are you using? normal ones or the long ones set to not be removed?

Check the settings in MCM under sexfight and make sure all the settings are at default (the default timer to stop all animations should be 150 seconds I think)

you can also check if one of the animations has gotten borked by disabling all but the standard ones for a test  - Lieto, SC, BP70, Atomic and Mutated Lust are all standard ones.

I would try to manually start a scene with a human settler with a chair with each to see if it effects every one of them (with MSMA active)

The other thing you can try is to turn on papyrus logging (in the INI files) and debug info in violate (MCM) and post them here.   Save - try violate scene - save again and post logs here it may show something.

Edited by Mimirue17
Posted

I haven't fallen off the face of the earth, but work in the last month, as well as some civic initiative voluntary work, has kept me away from modding.
I will get back to it, likely in a week or two, with a fresh perspective. 

Posted
On 5/20/2025 at 7:19 PM, soilofgenisis said:

Regarding the music, would a functionality that adds hypno style audio be rather lore fitting? Since the functionality is already there.

Hmm
Can you elaborate a bit, what do you mean by "hypno style audio"?
When would this play?

Posted (edited)
On 5/15/2025 at 7:38 AM, Mooselager12 said:

Thank you, I have troubleshooted through those and was able to only be able to narrow it down to this mod.
Not only do scenes work on my back-up save with it disabled, but scenes work normally on my current problematic save if I have the mod disabled on my load-order.
Haven't changed any settings, but I did notice this issue happened around the time I acquired some perversion perks & advanced stages of bimbo/addiction.
Random animation selected so it was multiple, if I start a scene manually through AAF, it results the same with any scene between MC + partner.

Position goes directly from Gathering--Exiting---Unjoining. It's like skipping the part after gathering & before exiting.

I may have to ultimately revert to a slightly older save & watch for the trigger that caused it.

 

Thanks again for taking the time to help & also reminding me of troubleshooting steps.

 

P.S: I did not adjust settings prior to the problem showing itself, I started playing with settings to try & troubleshoot on a separate save but no luck.

Might be some bug relating to min or max duration perhaps?
What does the papyrus log say?

If there is nothing clear in the log I  will add more logging on both force-exit conditions I have in my mod (I think there are only two force-exit contexts that are coded in:  one is if scene duration goes over the maximum duration set in the MCM,  the other is if OnAnimationEnd is called before OnAnimationStart. 

 

 

Edited by MSM_Alice
Posted
4 hours ago, MSM_Alice said:

I haven't fallen off the face of the earth, but work in the last month, as well as some civic initiative voluntary work, has kept me away from modding.
I will get back to it, likely in a week or two, with a fresh perspective. 

Sometimes a break helps clear up the mind.   Glad you are doing well.   Will gladly play any new additions you make to this fun mod.

Posted
On 5/23/2025 at 1:54 AM, MSM_Alice said:

Hmm
Can you elaborate a bit, what do you mean by "hypno style audio"?
When would this play?

Stuff like mantras or other types of Bimbofication Hypnosis audio. I think setting it to play after an choice that increases your CVT at low bimbo and randomly at high might be appropriate.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...