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Posted (edited)
23 minutes ago, MSM_Alice said:

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 

Love it!  ECO gives you the ability to add keyword slots to most items (if modular) or outfits.   Think the only ones I have seen not work are hats and some accessories like in the DX St. Loius mod you can not add keywords to some of the items.   But should work for almost every item on the feet and full outfits (body slot 33) so this is wonderful.   The downside of using NR with this mod is it totally blocks the option to use base Nuka World or mods that adjust it like Viva NW etc.   The only item I will miss is the body piercings not being removable and still might install NR just for that.   Using this mod to install the facial piercing is nice also (also requires NR and is way more convenient then adding them one at a time through chemistry station).   The boob and butt adjustments are some of the best and easiest to use also!

 

In general I love this mod :)

 

It works out of the box with just business btw - if you are successful in reaching SF punishment the effected people are put in a defeated stat (bleed out and you can't actually kill them if they are marked per that mod before starting the SF) which is perfect to put the collar on.  Human resources uses the surrender pose vs the bleed out so it takes a little more work and makes you use a knockout mod or set it up in violate and its rather buggy if you choose both males and females, though I am not sure why you would want males besides to sell them?   I just like using the slaves as settlers vs actually recruiting settlers (you can pick who is living in your settlements and avoid the Synth ones which to my shock still does not have a mod to disable completely!) and make it so you don't actually have to kill anyone if you want to go that playstyle.   Just business for settlers - Human Resources for Brothel.

Edited by Mimirue17
Posted (edited)

New version up
0.7370

  • Female NPC/aggressors no longer make male sounds during sexfights (long overdue, probably will polish some more, laying the groundwork for maybe eventually supporting "himbos" too in the future)
  • Added more sound settings in the MCM about who moans on successful or on failed sexfight challenges. You can now have the option of 
    •   no moaning related to challenges
    •   NPC moaning only
    •   player moaning only
    •   Both player and NPC

            Separate setting for win challenge and or lose challenge

Edited by MSM_Alice
Posted (edited)

New version up

 

0.7390, Since outfits have been reorganized they are reset and need to be repurchased from Marina. New game is not mandatory, but highly recommended if you see any weirdness.

 

 

  • Added sounds in SexFight (and on NPC orgasm) for most remaining Actors from the vanilla game (not just humans and Supermutants).  
  • Added more option for body piercings: now there are body piercings independent of Nuka Ride assets, so MSMA can be fully used without NR should you wish so, without the body piercing craving being a factor anymore. 
  • changed a bit the managements of the Body piercing system.
  • Added 15 more outfits at Marina' s store, and some new accessories (most are from TRS and K-Girl mods, listed in the soft req)
  • reorganized the Outfits per bimbo tier, new distribution makes a bit more sense I think. 
  • added checks and additional bonuses for Bimbo clothing, based on its Bimbo tier Level and how it matches (or not) with your own bimbo level. The additional bonuses only work if wearing bimbo clothing appropriate for one's bimbo current level. The manufactured bimbo items  via Marina's trunk have a Bimbo tier equal to your current bimbo level (that you had on the moment of the item creation). The bonuses, if active,  are highlighted in the bimbo report addendum.
Edited by MSM_Alice
Posted

 In earlier versions I had no problems with the initial dialog of this mod. But in newer versions the dialog does not appear. The menu does not help either. I do not understand what is the matter? Sorry for the English language. This is a Google translation.

Posted (edited)
1 hour ago, vladpol said:

 In earlier versions I had no problems with the initial dialog of this mod. But in newer versions the dialog does not appear. The menu does not help either. I do not understand what is the matter? Sorry for the English language. This is a Google translation.


Hmm I just did a fresh start this morning on the latest upload and observed no quirks.

Are you using any alternate start mods?
Can you describe me step by step

 

1. What version of the mod are you on ?
2- are you installing MSMA on a older savegame, or is this a fresh start?

3 - are you using any alternate start mods, that mess with the player's emergence from vault 111 or the initial 'Out of time' quest?  My mod checks the stages of that quest to detect when you exited the main vault. If those stages never get completed, my mod never properly starts (and will likely have to be started manually) 
4 - are you exiting the 111 vault normally?
5 - what MSMA mod start-up screens and confirmation screens are you seeing (if any) after you exit the vault, and what choices you make in those screens ? If you do not see the initial age disclaimer, then the mod never started in earnest. 
6- Are you on NG or OG?
7. What happens if, just before taking with the scientist, you go in MCM in the Debug MSMA Bootup Checks page and, without changing ANYTHING on that page  before talking with the scientist you 

- Press the Button : Querry "Out of Time; Quest stage, what number does it say ?
- Press the Button : Querry Main SexFight Quest Stage , what number does it say ?
- What is the status of the all "Contents" entries below (what is on 0 and what is on 1 ) ? 


Depending on the above I might have next steps for you.

Edited by MSM_Alice
Posted

Version 07390, new start, I exit shelter 111 normally, I don't receive any mod messages, I have version 163, regarding the last three questions: the first two items contain only menu entries, the content contains only zeros. Applied StartMeup

Posted (edited)
32 minutes ago, vladpol said:

Version 07390, new start, I exit shelter 111 normally, I don't receive any mod messages, I have version 163, regarding the last three questions: the first two items contain only menu entries, the content contains only zeros. Applied StartMeup


Thank you.
Seems clear what the issue is, if you don' t get any messages on Exit  then the MSMA mod did not start at all (and no0 NPC from this mod won' t have any dialogue, forced or otherwise). 

That was caused by both the Vault111 exit cell name to have a different id then what is normal, and also the vanilla OutOfTime quest ID has probably been changed too.
Maybe by Start Me Up did this, maybe by someone else. 


I am cooking a new version that will do two things 
1. If the MSMA mod does not start then neither Misty nor Marina won' t be present at all anymore, just so there is less confusion on why she is there and not answering the dialogue.
2. In the MCM "[Debug] MSMA Boot-up Checks",  page there will be a force start button called "Emergency Button: ForceStart MSMA Mod", for the entire mod (still that should only be pressed after you exit vault 111 near the vault 111 exit).

Edited by MSM_Alice
Posted (edited)
3 hours ago, vladpol said:

Thank you

Edit: Deleted the temp/early  version that was uploaded in this post,  as it indeed had some minor quirks.
They are fixed now and the official corrected  0.7400 is now live on the main page. 

 

Here is an early version if you want to test it before I put it on the main page.



I will test it some more before I put it on the main page. 

Edited by MSM_Alice
Posted (edited)

New Version up: 

 

0.7400

  • Added Detection of the StartMeUp.esp  plugin and outlined troubleshooting/fallbacks steps for StartMeUp / Alternate Start issues.
  • Now if the MSMA mod does not start/initialize correctly, then Misty and Marina will be nowhere to be found, to avoid questions related to "I know the mod did not really start, but still why does not Misty talk to me?", for which the answer is always "She is not talking to you because the mod did not really start". 
  • Appropriate bimbo level clothing now also heals you a bit, and prevents CVT increases due to skimpy looks aspect. 
  • There is more of a limit on how much a bad Sex-Fight /Violate Surrender scene can mess up your CVT stats (still fine-tuning that).  Many scenes in succession still add up though.
  • Marina's PTSD hypnotic cure can be used at higher value of Sex Addiction (and does not generate that much sex addiction on its own anymore).
  • Bimbo Level ups now also,
    •   restore some Willpower
    •   restore some Self Esteem
    •   lower sex Addiction a tad
    •   restore SA Mental Health
    •   cure SA Trauma
    •   cure SA PTSD/perversions.
    •   Pay XP debt in full.
Edited by MSM_Alice
Posted (edited)

Update:

For those who are in need of using  the force-start button,  yet overlook that there are about ~8 seconds of wait time needed after the forcestart button is pressed and MCM is closed ... (normally those 8 seconds were needed to be synced up with the elevator platform reaching the top and the player finishing the hands before their eyes to shield themselves from the sun flavor anim  in the vanilla start),   here is an interim 0.7410  version of the mod that only has that 8 second wait on normal/vanilla start (and does not have it via the direct-forced-start-via-button route). 
 

Edited by MSM_Alice
Posted (edited)
37 minutes ago, vladpol said:

 In version 07400 the mod works for me without any additional efforts. Thank you. I will test it further.

Suuper!~

Thank you for confirming 
0.7410 is just to get rid of the 8 second wait when force-starting the mod via the MCM button.
A rather optional/tiny detail (and affecting only users with a certain specific combinations of other mods).
Normally, for someone using just start me up (redux or normal, NG or OG), should work out of the box without any debug MCM buttons.  :)

Edited by MSM_Alice
Posted (edited)

New Version up

0.7420 
 - should be safe for a mid-playthrough update, especially if you started on 0.7400 or newer

  • Fixed a small bug with caps cost check for De-Bimbo School (player had to have the school fee cost plus 1 cap extra, else it wouldn't' t have worked.  Now it is correct, and you can have exact change, and it should work. 
  • Sorted out issue with lust craving notification messages on occasion appearing empty (and not 100% accurate in one third of the cases)
  • Modified default value (on a new game) for the intrusive thought frequency. They are now by default lower.
  • Removed a random " Level 2 Rewards" text notification that would appear whenever Bimbo level 2 clothing would apply their periodic rewards to a Level 2 Bimbo (a slip-up from some debugging done yesterday).
  • Corrected several small inaccuracies about bimbo level and bimbo level progression  status report in the Bimbo Status and Sexual Cravings report.
  • Implemented the wordier (and purposefully a tad more mysterious) version of the Bimbo level report in the Bimbo Status and Sexual Cravings report.
    The old more precise, accounting-like percent-based version can still be toggled on from the MCM (for debug purposes) in general settings, UI section, the setting called " Report Precise Bimbo Level Progression" By default it is off ( more atmospheric/mysterious).  Outlining exactly in percents, (correct to the last digit) where the player is in terms of bimbo level at any time was never a supposed to be a normal state, we're not building an Excel sheet here :). There are hints, and one should take actions based on those hints.
Edited by MSM_Alice
Posted

Hello

 

I was using this great mod till I got all my companions hating me, Piper, Cait, Kristina, Trinity, Ellen....

 

Going back on my saves with no this mod, they are fine with me

Posted (edited)
3 hours ago, spuffyty54 said:

Hello

 

I was using this great mod till I got all my companions hating me, Piper, Cait, Kristina, Trinity, Ellen....

 

Going back on my saves with no this mod, they are fine with me

Funny :)

Maybe they don' t want competition?:)
Do you have any mods that mess with affinity scored  based on AAF animations?
This mod mostly adds affinity to followers, never subtracts to take it below 0 (so it shouldn't' t EVER get into hate territory, based on that alone at most neutral),  so probably there's some emergent  interplay with other systems.



But maybe you have other mods that cause NPC to hate on you if you engae in public sex, or something else?


Can you monitor their affinity AV and see which specific events cause it to drop below 0? 

The tiny subtraction from affinity that MSMA does,  happens only on Sex interactions, only on scenes involving the player AND that follower, only if those interactions do not lead to any orgasms for the Follower, (or lead only to underwhelming orgasms).
But even so the drop is small. even so it shouldn't' t be able to drop the affinity under 0.


Did you engage in sex activity with them, without any care for their pleasure?
In that case maybe they won' t love you too much, you are not a considerate lover :D.
On a more serious note, I will add an option in MCM to nix negative gains, just to see if this is the issue :)

Edited by MSM_Alice
Posted (edited)
On 6/14/2025 at 7:24 PM, spuffyty54 said:

Hello

 

I was using this great mod till I got all my companions hating me, Piper, Cait, Kristina, Trinity, Ellen....

 

Going back on my saves with no this mod, they are fine with me

See this temp version of the mod below, should have all the tools for you to be able to monitor and see what's happening as far as MSMA is concerned. . 
It has debug options so you can log to papyrus log, and even to on-screen notifications, so you can see in real time what changes does MSMA do to  follower affinity  (as long as they are actively following)

 


It also now has separate scaling variables for positive affinity gains and negative affinity gains.

image.thumb.png.22150cb9eb0270d83e6c754ac375d42e.png



I tested it just now with Codsworth, and affinity is increasing as normal.
 

 

Edited by MSM_Alice
Posted

soo version 7420 / all cloth mod instaled and validated (MCM said) but 25-26 and other outfit are missing masters . its bothering becouse every time i wanna buy some new set it keep pop-up and say again and again some outfit missing master 

Posted (edited)
1 hour ago, kazeha9 said:

soo version 7420 / all cloth mod instaled and validated (MCM said) but 25-26 and other outfit are missing masters . its bothering becouse every time i wanna buy some new set it keep pop-up and say again and again some outfit missing master 

Hello :)
Could you make a short video or some screenshots with what you mean?
A papyrus log from that session might be useful too.

Edited by MSM_Alice
Posted

Thanks for a great mod. Everything seems to be working  except for the trunk.

Whenever I try to sexualise something I keep getting the invalid item error message and it doesn't matter what clothes I try, from this mod or not. 

Posted (edited)
8 hours ago, kazeha9 said:

soo version 7420 / all cloth mod instaled and validated (MCM said) but 25-26 and other outfit are missing masters . its bothering becouse every time i wanna buy some new set it keep pop-up and say again and again some outfit missing master 

Hello!

Clothing mods that you want to use need to be installed before starting anew game with msma, as they need to be present at the moment of initialization (when the mod asks you if you are old enough and whatnot at the very start). 
Clothes mods added after  that moment, after the MSMA run has been started, won't be visible immediately after they are added, if they weren't there at the start.

I am assuming you have added your clothing mods later on, after starting MSMA, and that is why they list as missing.


I will add a debug option to force item array re-initialization when you are late in a game (via MCM) , but please keep in mind that, after reinitialization.  they will also become re-locked and you will have to pay their bimbo point cost again to re-purchase any item. 

Edited by MSM_Alice
Posted (edited)
3 hours ago, Draculass said:

Thanks for a great mod. Everything seems to be working  except for the trunk.

Whenever I try to sexualise something I keep getting the invalid item error message and it doesn't matter what clothes I try, from this mod or not. 

Hello!
Thank you !

There are three conditions with the trunk 

1. The item put there needs to the only item in the trunk
2. The item put there needs to be an "Armor" type item
3. The item there needs to be moddable (to have a modding slot, as in to support Armor mods in-game)  


If those three are true, then the item can be " hypersexualized".
An item being "Hypersexualized" as far as MSMA goes, just means that it receives that logical property/flag so that MSMA can give you the gameplay bonuses for wearing it (nothing will change about how it looks and how it is named
Most items that Marina gives you should be already Hypersexualized , you don't need to put them through the trunk again.

I did notice that there is an issue with the items coming from TRS I think , they do not have the modding slot, so they can't be flagged correctly (not even Marina can flag them).
I will have to tinker with them some more so see how to sort them out. For instance there might be no valid hypersexualized Tier 4 outfit from marina, the orange one she currently gives you in 100% from TRS, and adding the mod with the flags does not work right now. 

Edited by MSM_Alice
Posted

New Version up
0.7440
Should be safe for a mid-playthrough update, especially if you started on 0.7400 or newer:
 

  • Added a system to make some scenes exempt from the "auto exit when all NPCs are cooked" setting. Scenes like Wedge's porn filming quest scenes, or Codsworth craving handling, obviously shouldn't auto exit even when all the NPCs are "cooked". 
  • Added a similar exemption system for MSMA to not consider aggressive animation necessarily as aggressive for real (for story scenes that are merely "acted out")
  • Added debug and papyrus log trace function for anyone to be able to see how MSMA affects follower affinity. Works only on the active follower, after a sex scene involving the player and the active follower. 
  • Added separate MCM settings for scaling Affinity Gains and Affinity Losses for followers, ( before it was same setting for both). Now each can be amplified or turned off independently. As a reminder affinity gains are awarded to followers when having sex with the follower and making sure they have quality orgasms, affinity decreases happen when there a scene with no orgasm for the follower, or underwhelming orgasms.  Still affinity drops stop if affinity reaches 0, so it can't take you into hate rage. They're not angry, just disappointed @spuffyty54
  • Removed an older less used feature that was getting in the way:  There was a old setting that would enable sparing NPCs from sexfight consequences, if the chosen AAF animation they had just been part of didn't have an aggressive tag.  This is not opportune to have in anymore because of three reasons 
    • A . in the interim many more buttons and settings had been added to allow the player to stop bad Sexfight consequences happening to NPCs (even mid Sexfight) 
    • B. The tag-based aggressive identification for scenes didn't always make sense. 
    • C. sexfight with non-aggressive animations but that needs to have consequences for NPCs (even friendlies) is needed for the story. 
  • Added a debug option in the MCM debug section to-force re-initialize all Marina item arrays, for those who want to add new clothing ESP later on, way after the MSMA mod was started and now don;t know why they list as missing  @kazeha9
  • Added a MCM debug option to suppress all actor color flashing in Sexfight  (custom request). 
  • Added another MCM debug option to add back color flashing in sexfight, if they were removed with the option above (because there'd be no fun gameplay without any color indicators about what's going on)
  • A smattering of other small fixes.
  • Changed scent of Sanitary Napkins from Lemon to Lime
  • Note: - Some Marina Bimbo suits (the ones built off the TRS clothing mod) can't be dynamically equipped with the correct Hypersexual tags (I suspect the item themselves don' t have cloth modding slots).  Unfortunately, that means that right now there is no correct Bimbo equipment for Bimbo Level 4, as there is just one now (the orange one) and that TRS-based. Until I sort it out, if you are a bimbo level 4 you'll have to use marina trunk and the custom gear option in Marina Services to build yourself a Bimbo level 4 item, based off any Armor Item that has a free clothing mod slot. 
Posted (edited)
1 hour ago, MSM_Alice said:

New Version up
0.7440
Should be safe for a mid-playthrough update, especially if you started on 0.7400 or newer:
 

  • Added a system to make some scenes exempt from the "auto exit when all NPCs are cooked" setting. Scenes like Wedge's porn filming quest scenes, or Codsworth craving handling, obviously shouldn't auto exit even when all the NPCs are "cooked". 
  • Added a similar exemption system for MSMA to not consider aggressive animation necessarily as aggressive for real (for story scenes that are merely "acted out")
  • Added debug and papyrus log trace function for anyone to be able to see how MSMA affects follower affinity. Works only on the active follower, after a sex scene involving the player and the active follower. 
  • Added separate MCM settings for scaling Affinity Gains and Affinity Losses for followers, ( before it was same setting for both). Now each can be amplified or turned off independently. As a reminder affinity gains are awarded to followers when having sex with the follower and making sure they have quality orgasms, affinity decreases happen when there a scene with no orgasm for the follower, or underwhelming orgasms.  Still affinity drops stop if affinity reaches 0, so it can't take you into hate rage. They're not angry, just disappointed @spuffyty54
  • Removed an older less used feature that was getting in the way:  There was a old setting that would enable sparing NPCs from sexfight consequences, if the chosen AAF animation they had just been part of didn't have an aggressive tag.  This is not opportune to have in anymore because of three reasons 
    • A . in the interim many more buttons and settings had been added to allow the player to stop bad Sexfight consequences happening to NPCs (even mid Sexfight) 
    • B. The tag-based aggressive identification for scenes didn't always make sense. 
    • C. sexfight with non-aggressive animations but that needs to have consequences for NPCs (even friendlies) is needed for the story. 
  • Added a debug option in the MCM debug section to-force re-initialize all Marina item arrays, for those who want to add new clothing ESP later on, way after the MSMA mod was started and now don;t know why they list as missing  @kazeha9
  • Added a MCM debug option to suppress all actor color flashing in Sexfight  (custom request). 
  • Added another MCM debug option to add back color flashing in sexfight, if they were removed with the option above (because there'd be no fun gameplay without any color indicators about what's going on)
  • A smattering of other small fixes.
  • Changed scent of Sanitary Napkins from Lemon to Lime
  • Note: - Some Marina Bimbo suits (the ones built off the TRS clothing mod) can't be dynamically equipped with the correct Hypersexual tags (I suspect the item themselves don' t have cloth modding slots).  Unfortunately, that means that right now there is no correct Bimbo equipment for Bimbo Level 4, as there is just one now (the orange one) and that TRS-based. Until I sort it out, if you are a bimbo level 4 you'll have to use marina trunk and the custom gear option in Marina Services to build yourself a Bimbo level 4 item, based off any Armor Item that has a free clothing mod slot. 

the mod ECO can add a slot to almost anything (like 85% or more) and allows you to add the weave slot which is likely what this needs to add the keyword, if it is acting like what NR did.   That should allow the items to work with the trunk.   I also believe you stated earlier that only boots/heels or body slot 33 would work as well, so the trunk not working might fall outside that.   TSR heels and boots do not use slot 33 I believe as the body parts from that mod do.   I can double check that later tonight with xedit.

 

https://www.nexusmods.com/fallout4/mods/67679

https://www.nexusmods.com/fallout4/mods/45046

https://www.nexusmods.com/fallout4/mods/38648

 

non AWCHR versions - there are versions for those using it as well.

Edited by Mimirue17
Posted (edited)

I've been  thinking on introducing mister SJ finally. 
I see him as a Prince/Ruby Rhod combo though I think I can' t do him justice unless I learn how to make custom animations for his very  very distinctive walk and mannerisms. 



I tried to find a good theme song for his intro but I think I went through at least 100 and tweaks and variations ...  and nothing really... clicked in place. 

Those are the closest 3  (same lyrics, just variations)

 

 

0 - probably closest one

 

 

1 - Chorus is the most interesting in this one I think

 

 

2 i like this one,  more punchy

 

 

 

 

And this was goes in a bit of a different direction, but found it funny to explore  :)

 

 

 

I have this wet dream that in mister SJ's base they will have a concert stage and there are going to be  concerts  and some of these will be put in scene on stage, with lights, smoke, backing vocals,  but not sure how much of it I will be able to pull off :D .
An ofc the player will have to work their asses off to get together all resources for the show/concert.  :D

Edited by MSM_Alice

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