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Posted
40 minutes ago, dannzzy said:

I ran into a problem, probably of my own making. I had a previous version of MSMA installed and used it for a while but decided to uninstall it. I usually use ReSave to clean saves after i uninstall a mod and i probably did after removing MSMA. I decided to give it a try again after seeing the new features offered and the normal prompts asking my age and additional setting adjustments happened at start up but when i went to the scientist lady by the vault i couldn't speak with her. I used the mcm option to pass that step and followed the path down to marina and she was there but again i couldn't speak with her. I tried the cheat to access the menu without speaking to marina but says i must speak with marina first. I did start a new save and found that i could speak to both NPC so must be something with my save. Any way to reset with console or set quest stage idk let me know ty :) Awesome mod btw love the idea of interactive scenes.

in my heavy playtesting of this mod through many many versions I have found that a new game is the safest way to avoid weird things.   I know that most of them say you can upgrade, but the fact it was removed and then reinstalled later is problematic.   The 2 options I see are go back to a point in the save where you had it installed and upgrade, or start a new game.   I can't imagine a save surviving a mod being ripped out, and much later reinstalled as this mod requires you to be leaving the vault (i.e. triggering main quest and start up mods)

Posted (edited)

so I got bored and as usual find interesting ways to use Mods I really like, such as this one

 

Nora is a smart girl, and really can't believe what has gone on in the wasteland and how people are barely trying to fix it.   And she has no desire to go around killing people or causing their deaths.   So she starting reading tech stuff in her pip-boy and found some interesting things (add on mods) such as the ability to craft shock collars, and containment devices.   So she got to thinking, as the implant is making her horny as all heck and it seems to unleash her inner freak, she would do what they are saying and use sex to help capture not kill all the raiders that she ran across.   Her thinking is, mix pleasure with purpose of fixing this messed up world that is has been stuck in.

 

Mods used - This one of course, Just Business (npc capture mod) and Raider Reform School.  Also used the Deep Clean series of mods for settlements used, its an amazing series of mods combined with raze your settlement can make for some really nice looking places to reform the wasteland.   If your curious how it looks will provide screenshots :)

 

Basis of playthrough - when encountering hostile humans use the hunter mark from just business on all enemies.   Go through the sexfight and successfully para/frenzy all targets.   The great part is the all the marked and para/frenzied enemies will go into bleed out state automatically.   Talk to them - slap a shock collar on them, strip them naked and send them to a settlement.   At the settlement build some containment tubes - or restraining devices and put half them in those - the other half use for food production etc.   Watch their submission level, when the bound ones reach 50 swap the roles - they all go into food production and the ones that were there go into containment.   You can speed this up by having sex with them (Nora is a horny freak now so why not enjoy the process right? or satisfy the implant)  once they reach 100% the collars will be removed - give them some clothes and tattoos (for the females - I turned them all into breeders) slap on some bikini tops for their role and some thongs from Easygirl (wont block the tattoos) and your good to go.   Ack-Ack even made the comment to me - thanks for helping us, do you have a place I could live? and standard settler behavior from that point on.   Build shops, production etc.   Go find some more raiders and rinse and repeat!

 

Nora is going to fix the wasteland - by not killing the bad guys but forcing them to learn how to live! and providing them with a clean and safe place to do so.

 

I currently have 3 settlements with happy reformed raiders (about 20ish now I think) living there (have not killed a single person to this point at level 14) and did not even go into the court building - Preston and those idiots and stay there forever) though I might go back and start the 2nd wave so I can get more friends including another raider boss! Not going to finish the quest though - just get to the deathclaw part and then leave without going back into court building.

Can not wait to open up Nuka World and enslave then reform the entire place!   Though I will take revenge on William and Mags for letting him get away with his horrible behavior on my Porn Star in Nuka Ride.   They will not be allowed to enjoy living in the nice places I build - they will never leave their shackles....

Edited by Mimirue17
Posted
2 hours ago, TiredGamer said:

I have a missing mod, but I don't know, which mod is missing.

All of Accesorries is unavialable.

image.png.1a83887abb7556fadc0818228ae7b141.png

check here - it should give you an idea of what is missing (pretty much look at Nuka Ride requirements for outfits)

 



 

image.thumb.jpeg.196e1451096c4b7627aab5a39cb3d719.jpeg

 

if you have all those then something might not have installed correctly or missing a requirement 

Posted
19 hours ago, Mimirue17 said:

check here - it should give you an idea of what is missing (pretty much look at Nuka Ride requirements for outfits)

 

if you have all those then something might not have installed correctly or missing a requirement 

First, I have an installed, but deactivated Nuka Ride when I started a new game. I think, the two mod's storylines are uncompatible. 

Then, now, I activated it, and did a load-play-save-exit_completely-start_and_load, but the accesories still not avialable at all.

 

Spoiler

mods.jpg.800a955cd18a510196508762a8c45deb.jpg

 

Oh, and I have an another mod conflict issue too. Some outfits are flickering as some quests too.

I think, the locked nails and some Devious Device are figting for equip them.

fallout_vibrating-mp4-video.zip

Latex Collar Curse, Devious Devices, Torture Devices, SAKR are present.

Posted (edited)
1 hour ago, TiredGamer said:

First, I have an installed, but deactivated Nuka Ride when I started a new game. I think, the two mod's storylines are uncompatible. 

Then, now, I activated it, and did a load-play-save-exit_completely-start_and_load, but the accesories still not avialable at all.

 

  Reveal hidden contents

mods.jpg.800a955cd18a510196508762a8c45deb.jpg

 

Oh, and I have an another mod conflict issue too. Some outfits are flickering as some quests too.

I think, the locked nails and some Devious Device are figting for equip them.

fallout_vibrating-mp4-video.zip 28.46 MB · 0 downloads

Latex Collar Curse, Devious Devices, Torture Devices, SAKR are present.

avoid the locked nails at all costs - they are a major issue in general with conflicts with anything using the hands.   They break power armor and any armor piece which try to cover the hands.   You can still use them, just do not pick the option to not have them removable (may need to re-equip them after scenes that strip everything that fail to re-equip them automatically)

 

Nuka ride is essential currently (just Nuka Ride and the bodyslide files for it) or literally 75% of the options wont be there.   Do a clean start with it activated - exit vault (do not move until all mods are done loading) speak to Duke and tell him not interested - and then continue on your play through.

 

also to check if its a mod loading issue (a lot of mods start with the assumption your Nora and mods that alter that break things)- turn off any fast start mods and do a full intro run before the vault to exit of vault to make sure everything starts as intended  (it takes like 5 minutes tops)  Also after speaking to Marina the 1st time, save and then load the save , to make sure hologram is 100 ready when you use it the 1st time.

 

One last tip - Put Nuka Ride and NR Bodyslide near the bottom (make sure to have current version as it was updated recently) then put MSMA below it.  Only essential bottom of order mods should be below it (workshop script override, Zez Skeleton and your F4SE, MCM and Bodyslide files from overwrite files if using MO2)

Edited by Mimirue17
Posted (edited)

@danzzyyy
Hello. There's no easy way to figure out what the issue might be given the chain of events in that save. I don't know what re-saver removed.
If there was an old version of MSMA that was used,  then removed, cleaned with re-save, then a new version of MSMA  was installed, all sorts of things might be out of whack. 
It is probably best to start a new game.

@Torcha09  Indeed, that was the one.

 

@TiredGamer The mod with the accessories so far is indeed NukaRide itself,  the issue is that right now the item arrays with the available items (borrowed fromother mods)  are only checked, validated and populated at the very start, when MSMA initializes on a new game, or when I extend the arrays between different versions of the MSMA mod. Adding or removing mods mid-playthrough does not trigger a re-evaluation mid-playthrough of these item lists.

So, to get the accessories, for now, at this stage in MSMA development, you will need to start a new game with MSMA after activating NR.

(The two-story lines  - NR and MSMA - in this prelude should be compatible to a certain extent). 
And also you can always refuse to go with Brett to his farm (or refuse to take Duke up on his offer.)
 

But indeed,  it might be a good idea to also add some option in the MCM menu to force a re-evaluation of the item arrays based on current third partmods.

However, I might need to write some fancier functions, as currently, if I just force the re-initialization like I do at the start, all items become locked again, and you will need to spend BP to unlock them again.
Yes, the force-equipped/always on permanent long nails in retrospect was not a great idea, will change that approach on future versions, when I get back to modding. 

@Mimirue17 Awesome interplay you found with  Just Business and Raider Reform School. :D
 

 

 



The next version of MSMA (which might still be a week or  two out - as I still need to focus on work, as that pays my rent and puts food on the table :D ) might require a new  game as well, as 

- I will change a bunch of stuff around hypersexual item tagging (I think I will stop doing it via Keywords that are added on the fly on persistent item instances, and instead will try to do it by adding an MSMA-specific armor mod to those items. This armor mod would have the keyword pre-added in the ESP).  This approach should also allow any player to create their custom hypersexualized gear to use with this mod, which is not part of Marina's default offering.
This approach also allows me to use a more performance-effective way of checking if the player has any hypoersexual items equipped or not than what I am doing now, with onItemequipped/onItemremoved events, and even count how many of those items are equipped, and maybe scalei its effect based onthat. 

 

- I am also trying to figure out if I can bring dynamic hairdos (dynamic removing/changing hairdos mid-playthrough on  the player and certain NPCs) 
I need those anyway for the story, as the  De-Bimbo school teacher is supposed to change her hairdo based on story events, and I also want Marina to look more interesting if hairmods are installed, without making the hair mods be a hard dependency. 

- I  will need to change the permanent worn item monitor approach, again, the long nails probably will stop being force re-equipped. Damaging one's longnails will be easier, and maybe all manicure and pedicure will have a refresh timer before they need to be re-applied.   Will see.

- It will have a hard dependency on 
Garden of Eden Script Extender, for localisation functionality ( that script extenders work both on pre-NG and post-NG, and offer some neat functions reading strings and such out of human-readable/human-editable text files, that require no re-compilation between edits)  

Edited by MSM_Alice
Posted
5 hours ago, tim8867 said:

Hello, does sex fight work with creatures, dogs, Ghouls, etc.? Or is it only with humans? Because in my case it doesn't work.

Ya it does, I use on it on creatures all the time like Ghouls, Super Mutants, Hounds etc.  Does your AAF setup have creatures work normally?

Posted
4 hours ago, Mimirue17 said:

Ya it does, I use on it on creatures all the time like Ghouls, Super Mutants, Hounds etc.  Does your AAF setup have creatures work normally?

Okay, thanks for the reply, maybe I've misunderstood how the mod works, but when I activate the key I set for sex fight or the AAF violate surrender key on a creature (I tried on a dog), it doesn't work. Weird

Posted
1 hour ago, tim8867 said:

Okay, thanks for the reply, maybe I've misunderstood how the mod works, but when I activate the key I set for sex fight or the AAF violate surrender key on a creature (I tried on a dog), it doesn't work. Weird

here are some possible helpful settings to check, from Violate to MSMA settings.   MSMA settings are toggle switches so you will see true or false - make sure you toggle them until they say True.

 



image.thumb.jpeg.0b7b95e44a7366a3cae7d5cf63282eed.jpeg

image.thumb.jpeg.cc94bbc74f5d78245a37763bd3e7fe94.jpeg

image.thumb.jpeg.a0d38543fa948908e23db30f2b8c89e7.jpeg

image.thumb.jpeg.9a59f85ffc32c59b32f7bc1af780ad1a.jpeg

 

Posted (edited)
52 minutes ago, Mimirue17 said:

here are some possible helpful settings to check, from Violate to MSMA settings.   MSMA settings are toggle switches so you will see true or false - make sure you toggle them until they say True.

 

 

  Reveal hidden contents

 

 


image.thumb.jpeg.0b7b95e44a7366a3cae7d5cf63282eed.jpeg

image.thumb.jpeg.cc94bbc74f5d78245a37763bd3e7fe94.jpeg

image.thumb.jpeg.a0d38543fa948908e23db30f2b8c89e7.jpeg

image.thumb.jpeg.9a59f85ffc32c59b32f7bc1af780ad1a.jpeg

 
 

 

 

Thanks, I'll look into it, but I think I've found it, I think the problem is with AFF Sex 'Em Up. When I press the shortcut key I put on AAF Violate, it doesn't work. But when I do it with the Sex 'EM Up key, it works. Is this normal?

Edited by tim8867
Posted
2 hours ago, tim8867 said:

Thanks, I'll look into it, but I think I've found it, I think the problem is with AFF Sex 'Em Up. When I press the shortcut key I put on AAF Violate, it doesn't work. But when I do it with the Sex 'EM Up key, it works. Is this normal?

check your violate aggressor page - think something is listed as off there.   I use both of those and they work fine together.   Also make sure your hotkeys are not conflicting, you may have overwritten one by accident - check at the bottom of your MCM to check what all your hotkeys are.

Posted
1 hour ago, Mimirue17 said:

check your violate aggressor page - think something is listed as off there.   I use both of those and they work fine together.   Also make sure your hotkeys are not conflicting, you may have overwritten one by accident - check at the bottom of your MCM to check what all your hotkeys are.

I don't understand, I've reinstalled the mods, changed the shortcuts, deactivated mods, checked the settings but nothing. It still doesn't work, the problem is the AAF violate mod which for some reason doesn't work.

Posted
2 hours ago, tim8867 said:

I'd also like my weapon to stop dropping every time I get hit. Which files can I change this in?

the setting is right here for the weapon drop 

image.thumb.jpeg.507e03086ecfed6c095160fc66d38853.jpeg

Posted
1 hour ago, Mimirue17 said:

the setting is right here for the weapon drop 

image.thumb.jpeg.507e03086ecfed6c095160fc66d38853.jpeg

I hadn't noticed, English isn't my first language, so I'm having a bit of trouble. Thanks, can't we reduce the risk to zero?

Posted (edited)
On 6/6/2025 at 9:49 PM, tim8867 said:

I hadn't noticed, English isn't my first language, so I'm having a bit of trouble. Thanks, can't we reduce the risk to zero?

Hello!

To disable weapon drop completely
, see the setting just above this one in the picture, the one called  Debug: Suspend Weapon Drop System.
Set that from 1  to 0, and you're good to go. If the entire weapon drop system is suspended, the weapon drop never happens. 
If the weapon drop system is started, then indeed the minimum chance is  0.05, but you can have it off altogether, and that is like a perfect  0% chance.


If your sexfight starts on some AAF animations but not on others, the odds are the "others" are AAF animations that are not correctly tagged as sex animations.
You can suppress the sex flag tag check on the MSMA side, so that Seffight starts on ANY AAF animation involving the player, sexual or not.
This functionality was added in 0.7310.  

  • New option for MSMA SexFight to allow for AAF animations (positions in AAF lingo) that do not have the correct tags identifying them as sex animations, to force-pass the check of whether they are sex animations or not, and thus also be considered as valid for SexFight

Let me know if you have trouble locating that option.
 

 


Separately from that (though I don't think that is the case here), if the sexfight does start,  but it is only the keypress that does not work, then keep in mind there are some mods (like Fly camera mods) that hijack/suspend the MCM hotkeys. Since MSMA Sexfight by default uses the MCM hotkey system, so that it is flexible/configurable, and not hard-coded direct key mapping, it can be affected by that.   For a workaround to  that, see below: ( added in 0.7335) 
 

  • Added 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 be 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 by MSM_Alice
Posted

Hello, I'm sorry to bother you but I've been getting a pop-up for a while now saying “Warning!*** Is beyond your current sex fight skill. Using sex fight here is not advisable”, I don't understand why, what can I do to solve this problem?

377160_34.jpg

Posted (edited)
1 hour ago, tim8867 said:

Hello, I'm sorry to bother you but I've been getting a pop-up for a while now saying “Warning!*** Is beyond your current sex fight skill. Using sex fight here is not advisable”, I don't understand why, what can I do to solve this problem?

377160_34.jpg



That is part of the gameplay. 
Like in the normal fights, you see a skull icon near the name of tough NPCs that you can' t probably defeat,  this warning is kinda the same thing,  but for sexfight.  A warning that you are probably taking on more than you can handle.

 


In Sexfight, responding to a sex challenge has an action point (AP) cost that needs to be paid per each sexfight button press. 
That warning is shown when the sexfight about to start has a per-action AP cost that is larger than 150%  of your total current AP pool.
That means you can't really answer any challenge in that specific sexfight ( so you can't win that sexfight)  using just your normal current AP pool (it is just too small).

The only way to "win" that specific sexfight, if you see that warning, (if it is winnable at all, because not all sexfight are supposed to be winnable at the start),  is to enable those emergecy AP generation methods,  where you can choose to  "burn up" your willpower stat,  your self esteem stat, increase your sex addiction stat or force-increase your bimbo stats ( CVTs),   just to get some extra AP beyond the max you normally have in your AP bar. 
By doing so maybe you can push yourself to win a difficult sexfight, where a challenge has a 160% cost of your AP pool cost  (at a great expense to your willpower, self ersteem, sex addiction or bimbo stats)  but you can probably never win one where the difference was too great, where a challenge AP cost was for instance...  500% of your AP pool. 
A survivor that just comes out of the vault cannot really take on even a solo super mutant (or even a group of raiders) with ease, out of the gate. That comes with bimbo experience. 


The AP cost that you need to pay is determined per each AAF scene,  based on both instantaneous factors but also on pre-existing conditions.


If you want to know how the sausage is made, read on : 
That AP cost can end up being too high because: 


1. You are too weak/inexperienced in handling that NPC or NPC  group  

    - too low-level bimbo 

    - too low value sex proficiency
    - too low aspect score  (talk with Marina, get some nail polish on, some tattoos, piercings,  some sexy clothing or accessories) 

    - too low agility (determines your AP pool size)   ->  you can also use drugs or items that  increase your AP pool size,  before a sexfight)


2. The NPC  or the NPC  group is too strong for you 
   - The NPC is too high level (Level difference matters, and depraved sex acts  where you "lose" the sexfight  can de-level you,  leading  to a vicious spiral) 
   - The NPC is too large in size.

   - The NPCs are too many for your current expertise
   - This scene is part of a longer sex scene sequence (a chain of scenes), and you didn't have time to catch your breath. The number of partners and scene get progesivelly harder, best to not try to take on too many enemies at once. 
   - The NPCs are at full health  (had you chipped away at their health, their sexfight skill would be considerably lowered, and so would the AP cost) 



If you've been the subject of too many depraved acts, and sex-fight wise you have been de-leveled,  then you have a level handicap that you need to recover.  Try to avoid tough sexfights for a while, take on lower level enemies, while you work your XP up again,  pay off your XP debt and and exit that "de-leveled" state.  
 

It also matters who is the NPC in the first position in a multi-actor animation.  That first one is considered the "leader" of the agressors in that scene,  and his level can act as a ledership bonus (or penalty) for all other NPC participants. So for instance if you take on a group of 3 NPCs,  and you are level 4,  and the NPCs are one a level 8 and two level 2, you'd better hope that the level 8 is not in the leader position, as that would make the other two act as it they were much higher level too.

 

 

Other factors matter too like
- if you are in a mindbroken state or not.

- if  you are not taking the time to address your bimbo cravings (if you have any)  

- if you don't take care of yourself, for instance, if you just walk around with  umm   " love  juices" still  on your skin  from previous encounters
There are others, too... but best you discover those on your own.


Most of the usual ones are detailed in the post sex scene report,  or in your bimbo stats report that you can access on demand. 

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:



That is part of the gameplay. 
Like in the normal fights, you see a skull icon near the name of tough NPCs that you can' t probably defeat,  this warning is kinda the same thing,  but for sexfight.  A warning that you are probably taking on more than you can handle.

 


In Sexfight, responding to a sex challenge has an action point (AP) cost that needs to be paid per each sexfight button press. 
That warning is shown when the sexfight about to start has a per-action AP cost that is larger than 150%  of your total current AP pool.
That means you can't really answer any challenge in that specific sexfight ( so you can't win that sexfight)  using just your normal current AP pool (it is just too small).

The only way to "win" that specific sexfight, if you see that warning, (if it is winnable at all, because not all sexfight are supposed to be winnable at the start),  is to enable those emergecy AP generation methods,  where you can choose to  "burn up" your willpower stat,  your self esteem stat, increase your sex addiction stat or force-increase your bimbo stats ( CVTs),   just to get some extra AP beyond the max you normally have in your AP bar. 
By doing so maybe you can push yourself to win a difficult sexfight, where a challenge has a 160% cost of your AP pool cost  (at a great expense to your willpower, self ersteem, sex addiction or bimbo stats)  but you can probably never win one where the difference was too great, where a challenge AP cost was for instance...  500% of your AP pool. 
A survivor that just comes out of the vault cannot really take on even a solo super mutant (or even a group of raiders) with ease, out of the gate. That comes with bimbo experience. 


The AP cost that you need to pay is determined per each AAF scene,  based on both instantaneous factors but also on pre-existing conditions.


If you want to know how the sausage is made, read on : 
That AP cost can end up being too high because: 


1. You are too weak/inexperienced in handling that NPC or NPC  group  

    - too low-level bimbo 

    - too low value sex proficiency
    - too low aspect score  (talk with Marina, get some nail polish on, some tattoos, piercings,  some sexy clothing or accessories) 

    - too low agility (determines your AP pool size)   ->  you can also use drugs or items that  increase your AP pool size,  before a sexfight)


2. The NPC  or the NPC  group is too strong for you 
   - The NPC is too high level (Level difference matters, and depraved sex acts  where you "lose" the sexfight  can de-level you,  leading  to a vicious spiral) 
   - The NPC is too large in size.

   - The NPCs are too many for your current expertise
   - This scene is part of a longer sex scene sequence (a chain of scenes), and you didn't have time to catch your breath. The number of partners and scene get progesivelly harder, best to not try to take on too many enemies at once. 
   - The NPCs are at full health  (had you chipped away at their health, their sexfight skill would be considerably lowered, and so would the AP cost) 



If you've been the subject of too many depraved acts, and sex-fight wise you have been de-leveled,  then you have a level handicap that you need to recover.  Try to avoid tough sexfights for a while, take on lower level enemies, while you work your XP up again,  pay off your XP debt and and exit that "de-leveled" state.  
 

It also matters who is the NPC in the first position in a multi-actor animation.  That first one is considered the "leader" of the agressors in that scene,  and his level can act as a ledership bonus (or penalty) for all other NPC participants. So for instance if you take on a group of 3 NPCs,  and you are level 4,  and the NPCs are one a level 8 and two level 2, you'd better hope that the level 8 is not in the leader position, as that would make the other two act as it they were much higher level too.

 

 

Other factors matter too like
- if you are in a mindbroken state or not.

- if  you are not taking the time to address your bimbo cravings (if you have any)  

- if you don't take care of yourself, for instance, if you just walk around with  umm   " love  juices" still  on your skin  from previous encounters
There are others, too... but best you discover those on your own.


Most of the usual ones are detailed in the post sex scene report,  or in your bimbo stats report that you can access on demand. 

Thank you for your answer, 
I think I'm in negative XP, there's often a pop-up warning me of an XP refund but I don't understand how one can be in negative (by spanking too much)? And how can I gain experience?

Posted (edited)
18 minutes ago, tim8867 said:

Thank you for your answer, 
I think I'm in negative XP, there's often a pop-up warning me of an XP refund but I don't understand how one can be in negative (by spanking too much)? And how can I gain experience?

Gain XP the normal way. 
Kill enemies normally. (Enemies killed via sex fight count as well)
Do quests.


Enaging in super-depraved sex acts can mess with your XP.
The post-sex report will also tell you if a certain act was one where you lost XP or if you resisted depravity's effects. 

Initially, at a lower level bimbo, you have a certain innocence shield that prevents depravity from affecting you,  but if you keep engaging in those depraved sex acts and/or level up as a bimbo,  that innocence shield eventually goes away, and from that moment on, you need to be careful with depravity. 
 

 

If, in a certain sexfight, you answer most of your challenges successfully, and you "win" that sexfight, then the accumulated depravity in that scene won't matter as much (since you can mentally justify this action to your subconscious mind,  as needing to do those things for defeating the enemy).
If, on the other hand, you lose enough of the challenges and abandon yourself to your enemy's perversions,  there is no easy way for your subconscious mind to make sense of why you did that,  and depravity will matter. 
 

Edited by MSM_Alice
Posted

New version is up : 

0.7360

First update after about 6 weeks of pause, so there might be some quirks :) New game is not a hard requirement but is recommended.

 

  • Changed Hypersexual flag system for the equipment, instead of keywords being added directly to an item instance at run-time, now a clothing mod with the keyword already pre-added is added instead. This allows me to reliably use the WornHasKeyword function to check if that kind of equipment is currently worn, rather than having to rely on inspecting each singular item via OnItemEquipped and OnItemRemoved events, which was more expensive and also has some corner cases where these events don't trigger at all.  This means old hypersexual items issued by Marina before this version that use the old system won' t work as "hypersexualized" items anymore, new copies need to be re-purchased from Marina.
  • Added a new entry in Marina's service menu, she can now "hypersexualize" one item of armor that you'd put in her blue trunk (if you are at least a level 1 bimbo and have at least 4 bimbo points to spend).  This should enable any external clothing from any other mod to be used as hypersexual gear, recognized by MSMA, (as long as it is a main piece of armor, or shoes).
  • Changed implementation for permanent long (advanced) nails, to a more hands-off approach. The previous stricter implementation of permanent long nails with its instant re-equipping could create issues with DD items, KFT items. Now long nails can be equipped either as fully removable (anything can remove them) or a looser "permanent".  The new "permanent" aspect just means that on rarer occasions the mod would check if they are equipped, and if they are missing, they would get re equipped. Attempts to re-equip the long nails are done only if the player is not in power armor, and only at the start or end of an AAF scene, after fast travel and on game load.  This prevents this system being in a state of conflict with restraint mods like DD or KFT. 
  • fixed some string bugs in the helper screens for Marina's hologram equipment mode (some strings from the tattoo helper screen were appearing in other helper screens too, for no good reason). 


@Mimirue17 the functionality to make external clothing items hypersexualized has been added 

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