Jump to content

Recommended Posts

Posted (edited)
12 minutes ago, Tempy said:

 

I'll check it out with the Notifications on now.

Because I have the Savage 1.3 for a while. I do use the Ultimate AAF Patch and AAF 1.1.1 though. And I have always been unsure if I need to keep using the UAAF Patch since AAF 1.1.1 is out.

Thank you. In the meantime, I did also take a look in the script so I remember exactly what I did there as a fallback, and I remember that in the end, if the needed animation is absent, I just left an error message, but not a fallback with a replaced animation.

If the specific needed anim is not there, there is a Critical error message ( stating  that the AAF animation related to that stage failed to start),  sent out to the Papyrus log and the in-game notification channel  that you might have missed the first time around,

Because of the missing animation, things might indeed stall. 


The fix ( if you do not want to skip the quest or that stage of the quest) is likely making sure that the animation with that exact name is there, and is usable.

Edit: If you use the very latest build (and not the one from last week),  it has even more notifications around the issue.

Edited by MSM_Alice
Posted (edited)
20 minutes ago, Tempy said:

 

I'll check it out with the Notifications on now.

Because I have the Savage 1.3 for a while. I do use the Ultimate AAF Patch and AAF 1.1.1 though. And I have always been unsure if I need to keep using the UAAF Patch since AAF 1.1.1 is out.

 

EDIT: 

 

 

MSMA01.jpg


What specific version of the mod build were you on here, as you were seeing these traces, and is this the very last line you saw before the stall? 
(It might be useful to use the very latest version of the mod instead, as that one has more "checkpoints.")
Are you familiar with papyrus logging, and can you also provide the papyrus log?

What I am seeing so far lines up with the assumptions that, indeed, that specific animation is not able to start correctly via AAF. 

More specific trace steps would be available on 0.7510 ( assuming you are on something older than 0.7500).
 

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


What specific version of the mod build were you on here, as you were seeing these traces, and is this the very last line you saw before the stall? 
(It might be useful to use the very latest version of the mod instead, as that one has more "checkpoints.")
Are you familiar with papyrus logging, and can you also provide the papyrus log?

What I am seeing so far lines up with the assumptions that, indeed, that specific animation is not able to start correctly via AAF. 

More specific trace steps would be available on 0.7510 ( assuming you are on something older than 0.7500).
 

 

I was on version MSMA_v0_7491

 

I have the logs de-activated apparently, they seemed to have been running in the past, but suddenly stopped. So need to figure out how to turn them on, they were always on for me but never changed an option in it. So not really familiar where to turn them on

 

So I went in to check the files on savage. There seem to be a difference for me here.

Is there another pack besides the 1.3 that is from 2023 on LL?

There is no SC-3P but rather SC-FMM

 

 

Edit images

Screenshot 2025-06-25 200254.png

 

 

 

Edited by Tempy
Posted (edited)
14 minutes ago, Tempy said:

 

I was on version MSMA_v0_7491

 

I have the logs de-activated apparently, they seemed to have been running in the past, but suddenly stopped. So need to figure out how to turn them on, they were always on for me but never changed an option in it. So not really familiar where to turn them on

Then indeed on MSMA_v0_7491 version, what you have there in the screenshot would be the last debug Notification displayed before AAF is asked to start the scene.

I have all reasons to think that the MSMA script runs normally end-to-end, up to the point where it asks AAF to start the scene.   


The problem is that the quest can only progress after the needed AAF scene starts, runs, and ends. 
MSMA asks for that scene to start, then has to wait forever for that AAF scene to start (or at least for AAF to report that the scene had failed to start). 

If that AAF scene never starts, nor does it ever report that it had failed to start, then that's why the stall is there.
 

 

Are there any other mods you ar running that would randomly make the npc's nearby illegible for AAF scenes (like trying to put them in scenes with each other?) The window of opportunity for that to happen should be tiny,  as up until the moment of the scenes starting, all involved npc's are flagged with the  AAF_Blocked keyword,  and they are unblocked just moments before the scene starts (specifically to guard against random sex mods and such). 

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

Then indeed on MSMA_v0_7491 version, what you have there in the screenshot would be the last debug Notification displayed before AAF is asked to start the scene.

I have all reasons to think that the MSMA script runs normally end-to-end, up to the point where it asks AAF to start the scene.   


The problem is that the quest can only progress after the needed AAF scene starts, runs, and ends. 
MSMA asks for that scene to start, then has to wait forever for that AAF scene to start (or at least for AAF to report that the scene had failed to start). 

If that AAF scene never starts, nor does it ever report that it had failed to start, then that's why the stall is there.
 

 

Are there any other mods you ar running that would randomly make the npc's nearby illegible for AAF scenes (like trying to put them in scenes with each other?) The window of opportunity for that to happen should be tiny,  as up until the moment of the scenes starting, all involved npc's are flagged with the  AAF_Blocked keyword,  and they are unblocked just moments before the scene starts (specifically to guard against random sex mods and such). 

 

AAF never pulled the wrong NPC anywhere to be honest, there are a couple of mod I have that runs similar like you and never showed this behaviour.

I also have my AAF interface always up for debugging: it doesn't even start the scene, so no collection of NPCs etc. Just the stripping. which is weird since it is just these scene that has the issue. Previous scenes worked like a charm

 

I do wonder one thing because I have a very clean game install in 2024. Purged the whole game and reinstalled everything from scratch only using latest versions, so I have no merging of mods. Could it be that you have this animations in your SavageCabbage folder? Since I can't find it at all in my folder

 

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

 

I was on version MSMA_v0_7491

 

I have the logs de-activated apparently, they seemed to have been running in the past, but suddenly stopped. So need to figure out how to turn them on, they were always on for me but never changed an option in it. So not really familiar where to turn them on

 

So I went in to check the files on savage. There seem to be a difference for me here.

Is there another pack besides the 1.3 that is from 2023 on LL?

There is no SC-3P but rather SC-FMM

 

 

Edit images

Screenshot 2025-06-25 200254.png

 

Screenshot 2025-06-25 200459.png

Okay, yes, that in that screenshot is indeed is from the latest version of the mod, and by those notifications, I can see it all works okay on the MSMA script side, right up until the AAF API call. 

That particular animation can also be named [UAP]SC-Floor02DoubleTeamRough if using UAP. The name itself that scripts refer to them by are defined in  XML files (and can  be different than the HKX file name on disk)

There's all these animation packs, patches upon patches that change animation names, sometimes the same animation is available with multiple different names..



I guess'll make a version of the mod that will either check to see which of those you have installed and call it by the other specific name(s). 

Or

Make a debug toggle in MSMA as a " catch all"   that foregoes asking for specific anims by name, and lets AAF pick the first compatible anim (they might 100% not fit the dialogue/ what is being said in the cutscenes anymore, but at least they'll work).

 

I also found something in my script that could be problematic related to tags. 
 

Edited by MSM_Alice
Posted
49 minutes ago, Tempy said:

 

AAF never pulled the wrong NPC anywhere to be honest, there are a couple of mod I have that runs similar like you and never showed this behaviour.

I also have my AAF interface always up for debugging: it doesn't even start the scene, so no collection of NPCs etc. Just the stripping. which is weird since it is just these scene that has the issue. Previous scenes worked like a charm

 

I do wonder one thing because I have a very clean game install in 2024. Purged the whole game and reinstalled everything from scratch only using latest versions, so I have no merging of mods. Could it be that you have this animations in your SavageCabbage folder? Since I can't find it at all in my folder

 

MSMA_v0_7511.zipTry this one attached here. 
First with no changes in the MCM, and it should work. 
There were also some issues with excluded tags in my script .

If not, let me know  I will tell you what options to toggle on in the MCM to force things.

Posted (edited)
47 minutes ago, MSM_Alice said:

MSMA_v0_7511.zipTry this one attached here. 
First with no changes in the MCM, and it should work. 
There were also some issues with excluded tags in my script .

If not, let me know  I will tell you what options to toggle on in the MCM to force things.

 

That worked perfectly! Animation is running! Thanks!

 

EDIT:

After the scene I had a Wedge Timer ID expired warning. Just that you know. It came up as well as: Potential problem.

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

 

That worked perfectly! Animation is running! Thanks!

 

EDIT:

After the scene I had a Wedge Timer ID expired warning. Just that you know. It came up as well as: Potential problem.


I think is just the normal warning so you know why sexfight key stops working 10 seconds before the anim is done. 
(you should really do your sexfight work before that moment).
I'll make sure that is part of the next update. 
@ElysiaViolette

Edited by MSM_Alice
Posted

New version is up
ChangeLog

0.7520 

Mid playthrough updates should be good.

  • Added a new cooldown setting for craving based music triggers.  Now a category of bimbo cravings cannot make a bimbo hallucinate a melody for that category of cravings more frequently than once per X in-game hours, (even if the chance is set super high). It is in the music page, called "Craving Music Mandatory Cooldown".
  • Added a flavor text notification whenever an active bimbo craving makes the bimbo "hallucinate" and hear craving related music, so that it is clear where the music is coming from.
  • Solved a sneaky bug for the Sturges Wedges Sanctuary Quest related to animation tags and animation names. Later stages of that quest should now be a lot more compatible with more combos of AAF animations and AAF animation patches.  @Tempy @ElysiaViolette
  • Added a debug setting (on the "MSMA Debug Settings" page) for Story Driven AAF scenes to be forced to use first compatible animation found for requested actors. The default behavior for MSMA is to try and seek the story-specific animation requested by name first, then, if that is not found, default to the first compatible installed one. This new setting, if toggled on, tells MSMA not even try to find the bespoke named animation, and asks it to default to the first compatible one from the first try.
Posted (edited)

I think there might be another bug found, unless it is what the amout of outfits is available.

Regarding the outfits.

 

To test it out I have installed every hard and soft requirement


If I look at your screenshot, I do not see any any of the EasyGirl outfits, even though they are installed accordingly.

The only outfits I see is the K and the Nuka Ride.

I restarted a new playthrough for testing.

The game debug says it recognises EasyGirl mods as I have (I think) the belly piercing from it though.

But for example the orange leotard you have in your screenshot is not in the outfit catalog. I'll try to make a list how much I have

I'm on CBBE, with bodyslides to EasyGirl.

 

EDIT:

3 lvl 0 outfits (Casual, Casual, Black Widow)
12 lvl 1

9 lvl 2

1 lvl 3

1 lvl 4

2 lvl 5

1 lvl 6 

 

EDIT 2:
Ran into another problem, now the normal AAF calls via AAF Violate aren't working anymore. I'll dig deeper on this. Seems to be something weird, they used to work without issues.

 

Edited by Tempy
Posted (edited)
On 6/26/2025 at 12:47 AM, Tempy said:

I think there might be another bug found, unless it is what the amout of outfits is available.

Regarding the outfits.

 

To test it out I have installed every hard and soft requirement


If I look at your screenshot, I do not see any any of the EasyGirl outfits, even though they are installed accordingly.

The only outfits I see is the K and the Nuka Ride.

I restarted a new playthrough for testing.

The game debug says it recognises EasyGirl mods as I have (I think) the belly piercing from it though.

But for example the orange leotard you have in your screenshot is not in the outfit catalog. I'll try to make a list how much I have

I'm on CBBE, with bodyslides to EasyGirl.

 

EDIT:

3 lvl 0 outfits (Casual, Casual, Black Widow)
12 lvl 1

9 lvl 2

1 lvl 3

1 lvl 4

2 lvl 5

1 lvl 6 

 

EDIT 2:
Ran into another problem, now the normal AAF calls via AAF Violate aren't working anymore. I'll dig deeper on this. Seems to be something weird, they used to work without issues.

 

Outfit numbers look correct -ish 
The orange one in in the screenshot is from TRS, and it is hidden for now.

If you do install clothing prerequisite mid-playthrough, you will need to go in the MCM in MSMA Debug Settings and press that "Refresh Marina Clothing and Item Arrays" for things to get updated with the newly installed plugins that weren't there at the start of the playthrough. 

No idea what might have caused Violate to stop making AAF calls, this mod does not directly alter those calls and does not interject itself between Violate and AAF.  Like always, papyrus logs, if enabled,  might hold some clues.

Edited by MSM_Alice
Posted

This mod sounds fun so i downloaded it to try out and also the nuka studio but im not sure it works for me.  I started a new game but the scientist guy isnt outside the vault.  There's a bell on the box which i presume is for this mod, and a trailer down the creek and a box but there isnt any npc there.  My MCM also desnt seem to want to update the 0-1 flag sliger for mod checks.  Its highly likely that i have done something wrong or missed something it required.

 

Here is my load order if that can help.

 

Spoiler

  0  0     Fallout4.esm
  1  1     DLCRobot.esm
  2  2     DLCworkshop01.esm
  3  3     DLCCoast.esm
  4  4     DLCworkshop02.esm
  5  5     DLCworkshop03.esm
  6  6     DLCNukaWorld.esm
  7  7     Unofficial Fallout 4 Patch.esp
254 FE   0 BakaFramework.esm
  8  8     XDI.esm
  9  9     HUDFramework.esm
 10  a     ArmorKeywords.esm
 11  b     KziitdFetishToolset.esm
 12  c     AAF.esm
 13  d     MutantMenagerie.esm
 14  e     MutantMenagerie_FarHarbor.esm
 15  f     SouthOfTheSea.esm
254 FE   1 Teddies76.esl
254 FE   2 DocsoftheCW.esl
254 FE   3 SuperMutantFollowerAllright.esl
254 FE   4 Skb_MachinegunsRebirth.esl
 16 10     TortureDevices.esm
 17 11     Devious Devices.esm
254 FE   5 Skb-MinigunsRebirth.esl
254 FE   6 T65PA.esl
254 FE   7 SelectPowerArmor.esl
 18 12     RSE_II_Resources.esm
254 FE   8 Bememoth Separated Cart.esl
254 FE   9 RadioactiveSignsAIO.esl
254 FE   a Quick_Modification_Weapon_by_tooun.esl
254 FE   b Centaur.esl
 19 13     CWWorkshopMaster.esm
254 FE   c CWWorkshopPackPart2.esl
 20 14     Companion Infinite Ammo and Unbreakable Power Armour.esm
254 FE   d Dogs can grab player.esl
254 FE   e FaceLight.esl
254 FE   f HellcatPA.esl
254 FE  10 KillTips_by_tooun.esl
254 FE  11 HiPolyFacesCompanionPlugin.esl
254 FE  12 AAFThemes.esl
254 FE  13 Straw_ComfyBoots.esl
 21 15     a149 My Little Armor.esm
254 FE  14 dppsychoandmedx.esl
 22 16     TacticalReload.esm
254 FE  15 TeslaHeavyGun.esl
254 FE  16 Unlimited Fusion Core power.esl
254 FE  17 dpjetandxcell.esl
254 FE  18 NXGEN Texture Pack.esl
 23 17     PiperCaitCurieDialogueOverhaul.esp
254 FE  19 FO4ParticlePatch.esp
 24 18     No Borders.esp
 25 19     Nuka Ride.esp
 26 1a     Pine Forest Redone.esp
 27 1b     NiceBush.esp
 28 1c     PFR-Mist Addon.esp
 29 1d     MoreLeavesFX-EN.esp
 30 1e     Phase4DLC.esp
 31 1f     Zenit.esp
 32 20     RynsFallout4.esp
254 FE  1a Foggy Rooms Defogged.esp
254 FE  1b Forsythia Replacer.esp
 33 21     Ketaros_Treasures.esp
 34 22     AngeliTech suit.esp
254 FE  1c Angeli Techsuit - DD Compatibility.esp
 35 23     Armorsmith Extended.esp
254 FE  1d Dank_ArmorOverrides.esp
 36 24     Better Locational Damage.esp
254 FE  1e Better Locational Damage - DLC_Far_Harbor.esp
254 FE  1f BLD - Leveled Lists - DLC.esp
254 FE  20 eXoKetarosLootableTreasures.esp
254 FE  21 SouthOfTheSea[Previs].esp
 37 25     SuperMutantRedux.esp
 38 26     RED.esp
254 FE  22 QuestTagsRedux.esp
 39 27     CrimeTown.esp
254 FE  23 BetterCoastalWaves.esp
254 FE  24 Better Locational Damage - DLC_Nuka_World.esp
 40 28     DeadlierDeathclaws.esp
 41 29     HHFootsteps.esp
 42 2a     Reverb and Ambiance Overhaul.esp
 43 2b     jsrs.esp
 44 2c     MoreOutfitVariations.esp
 45 2d     GhoulBlood.esp
 46 2e     INVB_WastelandDairy.esp
 47 2f     kobold.esp
254 FE  25 INVB_WastelandStory.esp
254 FE  26 F4llout76 - Mutations.esp
 48 30     Reinforcements.esp
 49 31     BoundInPublic.esp
254 FE  27 Classic_Books.esp
254 FE  28 JSRS_Regions.esp
 50 32     Backpacks of the Commonwealth.esp
 51 33     Ketaros_World.esp
 52 34     The Will of Atom.esp
 53 35     SovietPowerArmor.esp
 54 36     Forced Evolution.esp
254 FE  29 Dank_ECO.esp
 55 37     NAC.esp
254 FE  2a NAC X Water LOD Fix.esp
 56 38     RealHandcuffs.esp
254 FE  2b Dank_ECO-INNR.esp
 57 39     InGameCollectibleMaps.esp
 58 3a     UltracitePA.esp
254 FE  2c Dank_INNRoverride.esp
 59 3b     LilyCompanionXB1PC.esp
 60 3c     MSMA_Sexual_Journey.esp
 61 3d     RSE_II_CSA.esp
 62 3e     T47R_PA.esp
 63 3f     Midwest Power Armor Evolution.esp
 64 40     Devious Devices Addon - High Heels Sound.esp
 65 41     MilkingHumanKindness.esp
 66 42     FP_FamilyPlanningEnhanced.esp
254 FE  2d VisibleWeapons.esp
 67 43     VisibleWeaponsOnPacks.esp
 68 44     WLEGG_WastelandEggspansion.esp
 69 45     FO4 NPCs Travel.esp
254 FE  2e BadBoys-PowerArmorCivilServants.esp
254 FE  2f Sinister Ambient Sound.esp
254 FE  30 CityAmbience.esp
 70 46     Bruen Bullpup Family.esp
 71 47     VD_SIGMCXVirtus.esp
 72 48     BH_Kar98k.esp
254 FE  31 XM2010_SniperRifle_by_tooun.esp
 73 49     MWIIChimera.esp
 74 4a     IWI_Tavor.esp
 75 4b     MW1Mike4.esp
 76 4c     Ozzys_BP50.esp
 77 4d     MW1Akilo47.esp
 78 4e     MK18.esp
 79 4f     INVB_WastelandOffspring.esp
 80 50     Winters_ISO-Hemlock.esp
 81 51     AAC_HoneyBadger.esp
 82 52     RPD.esp
 83 53     MWII_9mmDaemon.esp
 84 54     Schotel22.esp
 85 55     M590VV.esp
 86 56     RemingtonM11.esp
 87 57     MWIIIacharlie.esp
 88 58     CWCreateABot.esp
 89 59     D50AE.esp
 90 5a     MWIImike2011.esp
 91 5b     UZK50gi.esp
 92 5c     SR2.esp
 93 5d     KrissVector.esp
 94 5e     SigSauerP320.esp
254 FE  32 Remington870.esp
 95 5f     Colt.esp
254 FE  33 Colt_TR.esp
 96 60     K-Girl outfits.esp
 97 61     Nuka Ride High Heels Sound Patch.esp
 98 62     TBOS-AntoHairPack.esp
 99 63     KaoruBadDragon01.esp
100 64     RZSex.esp
101 65     LooksMenu.esp
102 66     FutaFEV.esp
103 67     Grim_MegamilkMk2.esp
104 68     Vault Meat Paintings.esp
254 FE  34 ComMoisturizer.esp
254 FE  35 ComMoisturizer_GlowPatch.esp
254 FE  36 WLEGG_PatchAAFSupport.esp
254 FE  37 Dank_ArmorOverrides_DLCNukaWorld.esp
105 69     DD_Enchantings.esp
106 6a     _Mad_Science_For_Dummies_v2.esp
254 FE  38 Pip-Boy Flashlight.esp
107 6b     TacticalTablet.esp
108 6c     LooksMenu Customization Compendium.esp
254 FE  39 DiscreteFemaleSkeleton.esp
109 6d     FP_SexualHarassment.esp
110 6e     Rogg DD Items Manager.esp
254 FE  3a BoS Suit.esp
111 6f     Clothes Pack 6 by DonEb14n.esp
112 70     LenA_RadMorphing.esp
254 FE  3b SnapdragonAnimations.esp
113 71     Cyberpunk 2077 G-58 Dian.esp
114 72     AnimatedTentacles.esp
254 FE  3c Tails and Ears.esp
115 73     VtawOveralls.esp
254 FE  3d Milking And Devious Costumes.esp
116 74     FPE_Resources.esp
117 75     INVB_WastelandResources.esp
254 FE  3e Dank_LEO.esp
254 FE  3f MegaExplosions_x2.esp
254 FE  40 BH_Kar98k_STS.esp
254 FE  41 BH_Kar98k_LL.esp
254 FE  42 BH_Kar98k_TR.esp
254 FE  43 Burst Impact Blast FX.esp
254 FE  44 WeightlessAmmoForSurvival.esp
254 FE  45 Weapons of Fate.esp
118 76     FnScar.esp
119 77     G36Complex.esp
120 78     HK_UMP.esp
121 79     SigSauerP320_TR.esp
122 7a     Deathclaw_nude.esp
123 7b     [ARR] FallEvil - Zombie Dogs REVisited.esp
124 7c     [ARR] FallEvil - Mega Zombie Pack.esp
125 7d     ErectionFix_SilverPerv.esp
254 FE  46 PenPos.esp
126 7e     UAP Moans.esp
127 7f     Vioxsis_Strap-Ons.esp
254 FE  47 Zaz Particle Effects.esp
128 80     Atomic Lust.esp
129 81     Mutated Lust.esp
130 82     SavageCabbage_Animations.esp
131 83     rxl_bp70_animations.esp
132 84     Idiot Slut.esp
133 85     AAF_SEU.esp
134 86     Commonwealth Captives.esp
254 FE  48 CumOverlays.esp
254 FE  49 DD_Bench_Unlock.esp
135 87     Clothes Pack 4 by DonEb14n.esp
136 88     Clothes Pack 3 by DonEb14n.esp
137 89     Clothes Pack 2 by DonEb14n.esp
138 8a     Clothes Pack 5 by DonEb14n.esp
254 FE  4a 2pacSkimpy.esp
139 8b     08thTeam.esp
140 8c     ZellaHairDye.esp
254 FE  4b LC's UHD Mutant Hound.esp
254 FE  4c LC's UHD Mirelurk Queen.esp
254 FE  4d LC's UHD Skeletons.esp
254 FE  4e Alternative Satellite World Maps.esp
254 FE  4f BLD_Armor_Overhaul.esp
254 FE  50 LC's UHD Skeleton Wardrobe.esp
254 FE  51 BLD - AI Tweaks.esp
254 FE  52 BlockingOverhaul.esp
254 FE  53 Better Locational Damage - DLC_Automatron.esp
254 FE  54 Glowing Animals Emit Light.esp
254 FE  55 Better Locational Damage - DLC_WWorkshop.esp
254 FE  56 Better Perks.esp
254 FE  57 Better VATS - 0.75.esp
254 FE  58 SuperMutantRedux VIS Patch.esp
254 FE  59 MWIIIacharlie_Blackcell.esp
254 FE  5a RealHandcuffs_AWKCR_Compatibility.esp
254 FE  5b RealHandcuffs_DD_Compatibility.esp
141 8d     LenARM_Trigger_Rads.esp
254 FE  5c LenARM_Trigger_SPECIAL.esp
254 FE  5d UnhealthyCraving.esp
142 8e     Obi's Vault Suit.esp
143 8f     VtawWardrobe7.esp
144 90     VtawWardrobe5.esp
254 FE  5e Elzee Car Alarm.esp
254 FE  5f Computer Console illuminated.esp
254 FE  60 Computer Console illuminated Part 2.esp
254 FE  61 Construction illuminated.esp
254 FE  62 00-CyberBreathingMask.esp
145 91     HKUSP9mm.esp
254 FE  63 Dank_ECO_DLCCoast.esp
254 FE  64 Dank_ECO_DLCNukaWorld.esp
254 FE  65 Dank_ECO_DLCRobot.esp
146 92     KSHairdos.esp
254 FE  66 HiPolyFaces.esp
254 FE  67 Dank_LEO_DLCNukaWorld.esp
254 FE  68 Dank_ECO-LEO.esp
254 FE  69 Dank_LEO-Automatron.esp
254 FE  6a Dank_LEO_DLCCoast.esp
254 FE  6b CraftingLegendaryFix.esp
254 FE  6c ISO-Hemlock_LL.esp
254 FE  6d Miscellaneous illuminated.esp
254 FE  6e Rad Barrels illuminated.esp
147 93     RealComics.esp
254 FE  6f NACX-Realistic Wind Patch.esp
254 FE  70 SimpleDodges.esp
254 FE  71 Street Clock illuminated.esp
148 94     Super Mutant Weaponry.esp
254 FE  72 ISO-Hemlock_TRPatch.esp
254 FE  73 Bruen Bullpup Family_Expanded.esp
149 95     More_Clothes_Textures.esp
254 FE  74 VCMT Expansion patch - PROJECT VARIANCE.esp
150 96     [ARRETH] FGEP-DE.esp
254 FE  75 VeryZenFGEP_4k.esp
254 FE  76 Bullet Impact Overhaul.esp
254 FE  77 CROSS_CryoLance.esp
254 FE  78 CBBE.esp
254 FE  79 Cinematographic fog effect - Heavy.esp
254 FE  7a ClassicRadiationPoisoning2.esp
254 FE  7b ClassicGhoulRace2022.esp
254 FE  7c Live Action Handy.esp
254 FE  7d CompRedo.esp
254 FE  7e 3rd Person Cam SmallFix.esp
151 97     CriticalFX.esp
152 98     3dscopes-replacer.esp
153 99     Cyberpunk 2077 Malorian Animations.esp
254 FE  7f Deathclaw Grab Skills.esp
254 FE  80 Crows&Creatures_V1.esp
154 9a     DoubleBarrelReloadRedone.esp
254 FE  81 DungeonRespawns.esp
155 9b     C_VWAS.esp
254 FE  82 E3PC.esp
156 9c     DlxClothesPack.esp
254 FE  83 [ETH]EthnetsMeleeSounds.esp
157 9d     Explosive Plasma Projectiles.esp
254 FE  84 FIS-Naming-Weap-Armo-EN.esp
158 9e     EnclaveX02.esp
159 9f     Falcon3.esp
254 FE  85 Cyberpunk Falcon3.esp
160 a0     [ARR] Hunter Beta.esp
161 a1     [LEO] Licker.esp
254 FE  86 NukaRadBans.esp
162 a2     [ARR] FallEvil - Palehead.esp
254 FE  87 [ARR] MZP Far Harbor Patch.esp
254 FE  88 [ARR] MZP Zombie Behaviour.esp
254 FE  89 M8rDisablePipboyEffects.esp
163 a3     Scopes.esp
254 FE  8a JSRS_FarHarbor.esp
254 FE  8b Fireflies.esp
254 FE  8c FlaconOil_BA2_Upto4K_Part3.esp
254 FE  8d FlaconOil_BA2_Upto4K_Part2.esp
164 a4     Hellfirenew.esp
165 a5     Holsters & sheaths.esp
254 FE  8e Horrific_Ferals.esp
254 FE  8f 3Vegas_SurvivalBeverages_version1A.esp
254 FE  90 ImmersiveLegendaryMutations.esp
254 FE  91 Improved - Animated Accessible Backpack.esp
254 FE  92 K9TacticalHarness.esp
254 FE  93 Ketaros_Treasures_DLC01.esp
166 a6     Karma-45.esp
254 FE  94 LC's UHD Bloodrage Mirelurk.esp
254 FE  95 LC's UHD Bloatfly.esp
254 FE  96 LC's UHD Brahmin.esp
254 FE  97 LC's UHD Radroach.esp
254 FE  98 Leaf Piles Improved.esp
254 FE  99 LC's UHD Stingwing.esp
254 FE  9a LongRangeBulletHoles.esp
167 a7     MS Ranger Outfit.esp
254 FE  9b Lots More Male Hairstyles.esp
168 a8     MWHitFx.esp
254 FE  9c Lots More Facial Hair.esp
254 FE  9d C_VWAS-VWOP.esp
169 a9     [MW2R] Shadow Company.esp
254 FE  9e Russian_Operator_Pack.esp
254 FE  9f Zenit_TacticalReloadPatch.esp
254 FE  a0 00LK_MW_Explosions.esp
254 FE  a1 Movement Speed Revised.esp
254 FE  a2 NAC-FH.esp
254 FE  a3 NAC-NW.esp
170 aa     The Eyes Of Beauty.esp
254 FE  a4 Neons NPC Overhaul.esp
254 FE  a5 NoSurvivalDiseases.esp
254 FE  a6 OakleyMFrame.esp
254 FE  a7 JSRS_NukaWorld.esp
254 FE  a8 OpsCoreFASTHelmet.esp
254 FE  a9 Physics Sound Overhaul.esp
254 FE  aa AzarPonytailHairstyles.esp
171 ab     PowerArmorSkinPack.esp
172 ac     RU556_VWAS.esp
254 FE  ab Realistic Survival Damage.esp
254 FE  ac RichMerchants.esp
254 FE  ad Robots Coming in Settlements.esp
254 FE  ae Elzee Breathe.esp
254 FE  af RussianStimpack.esp
254 FE  b0 RutahTattooPack_FO4.esp
254 FE  b1 SCDC_v0.5.esp
173 ad     SKKFastBOS.esp
174 ae     SKKRESystemManager.esp
175 af     SleekStylesPack.esp
254 FE  b2 TraumaTeam.esp
254 FE  b3 TacticalTablet_LMCC.esp
254 FE  b4 TheOthers.esp
176 b0     VtawWardrobe8.esp
177 b1     Weapon Rack Extended.esp
178 b2     VtawWardrobe6.esp
179 b3     KSHairsFemsheppingRadbeetle.esp
254 FE  b5 TacticalReload_IngameSwitch.esp
254 FE  b6 Dank_ArmorOverrides_DLCCoast.esp
254 FE  b7 Dank_ArmorOverrides_DLCRobot.esp
254 FE  b8 CHALLENGES.esp
254 FE  b9 IWITavor_LvlLists.esp
180 b4     AAlpha12.esp
254 FE  ba AAlpha12_TR.esp
254 FE  bb IWI_Tavor_TR.esp
181 b5     Ozzys_MCPR-300.esp
182 b6     battletech.esp
183 b7     battletechfootstep.esp
254 FE  bc MWII_9mmDaemon_TR.esp
254 FE  bd Ozzys_MCPR300_TRPatch.esp
254 FE  be Ozzys_BP50_LL_Patch.esp
254 FE  bf UZK50GiLL.esp
254 FE  c0 Modern Replacer - Acid.esp
254 FE  c1 Modern Replacer - Milk Carton.esp
254 FE  c2 SCOURGE - Vanilla.esp
254 FE  c3 SCOURGE - Automatron.esp
254 FE  c4 SCOURGE - Far Harbor.esp
254 FE  c5 SCOURGE - Nuka World.esp
254 FE  c6 DamnDaniel.esp
254 FE  c7 Modern Replacer - Blowtorch.esp
254 FE  c8 Modern Replacer - Car Battery.esp
254 FE  c9 Modern Replacer - Hotplate.esp
254 FE  ca [obj] Coca-Cola Machine_both.esp
254 FE  cb Modern Replacer - Gun Oil.esp
254 FE  cc Modern Replacer - Alarm Clock.esp
254 FE  cd VeryZen_MutantMenagerie.esp
254 FE  ce TinkersWorkbench.esp
184 b8     VtawWardrobe9.esp
185 b9     FPAttributes.esp
254 FE  cf ProvocativePerks.esp
254 FE  d0 DD_hider_addon.esp
254 FE  d1 TacticalTablet_Pip-BoyFlashlight.esp
 

I have version 7510.  7520 update i cant see from the download list

Posted

After finally getting everything to work, I do have some feedback for you

 

Overall, absolutely fantastic. It hits the bimbo fetish HARD. Walking around dumb as nails, no awareness also adds to the challenge opf the game and makes it more rleiant on a companion to get through things which is also great.

 

I got to bimbo level 7 and am excited for future quests.

 

The only criticism i would have is i wish there were just...mroe options mostly for clothes/shoes most of the good, really slutty outfits unlock at bimbo 2, my personal current favorite being the larsen outfit and it feels like the options at higher bimbofication levels are not quite as slutty.

 

But, overall, this is one of the most fun, amazing addons ive ever used from LL. Definitely top 3, possibly top 2.

Posted (edited)
2 hours ago, LatencyRemix said:

This mod sounds fun so i downloaded it to try out and also the nuka studio but im not sure it works for me.  I started a new game but the scientist guy isnt outside the vault.  There's a bell on the box which i presume is for this mod, and a trailer down the creek and a box but there isnt any npc there.  My MCM also desnt seem to want to update the 0-1 flag sliger for mod checks.  Its highly likely that i have done something wrong or missed something it required.

 

Here is my load order if that can help.

 

  Reveal hidden contents

  0  0     Fallout4.esm
  1  1     DLCRobot.esm
  2  2     DLCworkshop01.esm
  3  3     DLCCoast.esm
  4  4     DLCworkshop02.esm
  5  5     DLCworkshop03.esm
  6  6     DLCNukaWorld.esm
  7  7     Unofficial Fallout 4 Patch.esp
254 FE   0 BakaFramework.esm
  8  8     XDI.esm
  9  9     HUDFramework.esm
 10  a     ArmorKeywords.esm
 11  b     KziitdFetishToolset.esm
 12  c     AAF.esm
 13  d     MutantMenagerie.esm
 14  e     MutantMenagerie_FarHarbor.esm
 15  f     SouthOfTheSea.esm
254 FE   1 Teddies76.esl
254 FE   2 DocsoftheCW.esl
254 FE   3 SuperMutantFollowerAllright.esl
254 FE   4 Skb_MachinegunsRebirth.esl
 16 10     TortureDevices.esm
 17 11     Devious Devices.esm
254 FE   5 Skb-MinigunsRebirth.esl
254 FE   6 T65PA.esl
254 FE   7 SelectPowerArmor.esl
 18 12     RSE_II_Resources.esm
254 FE   8 Bememoth Separated Cart.esl
254 FE   9 RadioactiveSignsAIO.esl
254 FE   a Quick_Modification_Weapon_by_tooun.esl
254 FE   b Centaur.esl
 19 13     CWWorkshopMaster.esm
254 FE   c CWWorkshopPackPart2.esl
 20 14     Companion Infinite Ammo and Unbreakable Power Armour.esm
254 FE   d Dogs can grab player.esl
254 FE   e FaceLight.esl
254 FE   f HellcatPA.esl
254 FE  10 KillTips_by_tooun.esl
254 FE  11 HiPolyFacesCompanionPlugin.esl
254 FE  12 AAFThemes.esl
254 FE  13 Straw_ComfyBoots.esl
 21 15     a149 My Little Armor.esm
254 FE  14 dppsychoandmedx.esl
 22 16     TacticalReload.esm
254 FE  15 TeslaHeavyGun.esl
254 FE  16 Unlimited Fusion Core power.esl
254 FE  17 dpjetandxcell.esl
254 FE  18 NXGEN Texture Pack.esl
 23 17     PiperCaitCurieDialogueOverhaul.esp
254 FE  19 FO4ParticlePatch.esp
 24 18     No Borders.esp
 25 19     Nuka Ride.esp
 26 1a     Pine Forest Redone.esp
 27 1b     NiceBush.esp
 28 1c     PFR-Mist Addon.esp
 29 1d     MoreLeavesFX-EN.esp
 30 1e     Phase4DLC.esp
 31 1f     Zenit.esp
 32 20     RynsFallout4.esp
254 FE  1a Foggy Rooms Defogged.esp
254 FE  1b Forsythia Replacer.esp
 33 21     Ketaros_Treasures.esp
 34 22     AngeliTech suit.esp
254 FE  1c Angeli Techsuit - DD Compatibility.esp
 35 23     Armorsmith Extended.esp
254 FE  1d Dank_ArmorOverrides.esp
 36 24     Better Locational Damage.esp
254 FE  1e Better Locational Damage - DLC_Far_Harbor.esp
254 FE  1f BLD - Leveled Lists - DLC.esp
254 FE  20 eXoKetarosLootableTreasures.esp
254 FE  21 SouthOfTheSea[Previs].esp
 37 25     SuperMutantRedux.esp
 38 26     RED.esp
254 FE  22 QuestTagsRedux.esp
 39 27     CrimeTown.esp
254 FE  23 BetterCoastalWaves.esp
254 FE  24 Better Locational Damage - DLC_Nuka_World.esp
 40 28     DeadlierDeathclaws.esp
 41 29     HHFootsteps.esp
 42 2a     Reverb and Ambiance Overhaul.esp
 43 2b     jsrs.esp
 44 2c     MoreOutfitVariations.esp
 45 2d     GhoulBlood.esp
 46 2e     INVB_WastelandDairy.esp
 47 2f     kobold.esp
254 FE  25 INVB_WastelandStory.esp
254 FE  26 F4llout76 - Mutations.esp
 48 30     Reinforcements.esp
 49 31     BoundInPublic.esp
254 FE  27 Classic_Books.esp
254 FE  28 JSRS_Regions.esp
 50 32     Backpacks of the Commonwealth.esp
 51 33     Ketaros_World.esp
 52 34     The Will of Atom.esp
 53 35     SovietPowerArmor.esp
 54 36     Forced Evolution.esp
254 FE  29 Dank_ECO.esp
 55 37     NAC.esp
254 FE  2a NAC X Water LOD Fix.esp
 56 38     RealHandcuffs.esp
254 FE  2b Dank_ECO-INNR.esp
 57 39     InGameCollectibleMaps.esp
 58 3a     UltracitePA.esp
254 FE  2c Dank_INNRoverride.esp
 59 3b     LilyCompanionXB1PC.esp
 60 3c     MSMA_Sexual_Journey.esp
 61 3d     RSE_II_CSA.esp
 62 3e     T47R_PA.esp
 63 3f     Midwest Power Armor Evolution.esp
 64 40     Devious Devices Addon - High Heels Sound.esp
 65 41     MilkingHumanKindness.esp
 66 42     FP_FamilyPlanningEnhanced.esp
254 FE  2d VisibleWeapons.esp
 67 43     VisibleWeaponsOnPacks.esp
 68 44     WLEGG_WastelandEggspansion.esp
 69 45     FO4 NPCs Travel.esp
254 FE  2e BadBoys-PowerArmorCivilServants.esp
254 FE  2f Sinister Ambient Sound.esp
254 FE  30 CityAmbience.esp
 70 46     Bruen Bullpup Family.esp
 71 47     VD_SIGMCXVirtus.esp
 72 48     BH_Kar98k.esp
254 FE  31 XM2010_SniperRifle_by_tooun.esp
 73 49     MWIIChimera.esp
 74 4a     IWI_Tavor.esp
 75 4b     MW1Mike4.esp
 76 4c     Ozzys_BP50.esp
 77 4d     MW1Akilo47.esp
 78 4e     MK18.esp
 79 4f     INVB_WastelandOffspring.esp
 80 50     Winters_ISO-Hemlock.esp
 81 51     AAC_HoneyBadger.esp
 82 52     RPD.esp
 83 53     MWII_9mmDaemon.esp
 84 54     Schotel22.esp
 85 55     M590VV.esp
 86 56     RemingtonM11.esp
 87 57     MWIIIacharlie.esp
 88 58     CWCreateABot.esp
 89 59     D50AE.esp
 90 5a     MWIImike2011.esp
 91 5b     UZK50gi.esp
 92 5c     SR2.esp
 93 5d     KrissVector.esp
 94 5e     SigSauerP320.esp
254 FE  32 Remington870.esp
 95 5f     Colt.esp
254 FE  33 Colt_TR.esp
 96 60     K-Girl outfits.esp
 97 61     Nuka Ride High Heels Sound Patch.esp
 98 62     TBOS-AntoHairPack.esp
 99 63     KaoruBadDragon01.esp
100 64     RZSex.esp
101 65     LooksMenu.esp
102 66     FutaFEV.esp
103 67     Grim_MegamilkMk2.esp
104 68     Vault Meat Paintings.esp
254 FE  34 ComMoisturizer.esp
254 FE  35 ComMoisturizer_GlowPatch.esp
254 FE  36 WLEGG_PatchAAFSupport.esp
254 FE  37 Dank_ArmorOverrides_DLCNukaWorld.esp
105 69     DD_Enchantings.esp
106 6a     _Mad_Science_For_Dummies_v2.esp
254 FE  38 Pip-Boy Flashlight.esp
107 6b     TacticalTablet.esp
108 6c     LooksMenu Customization Compendium.esp
254 FE  39 DiscreteFemaleSkeleton.esp
109 6d     FP_SexualHarassment.esp
110 6e     Rogg DD Items Manager.esp
254 FE  3a BoS Suit.esp
111 6f     Clothes Pack 6 by DonEb14n.esp
112 70     LenA_RadMorphing.esp
254 FE  3b SnapdragonAnimations.esp
113 71     Cyberpunk 2077 G-58 Dian.esp
114 72     AnimatedTentacles.esp
254 FE  3c Tails and Ears.esp
115 73     VtawOveralls.esp
254 FE  3d Milking And Devious Costumes.esp
116 74     FPE_Resources.esp
117 75     INVB_WastelandResources.esp
254 FE  3e Dank_LEO.esp
254 FE  3f MegaExplosions_x2.esp
254 FE  40 BH_Kar98k_STS.esp
254 FE  41 BH_Kar98k_LL.esp
254 FE  42 BH_Kar98k_TR.esp
254 FE  43 Burst Impact Blast FX.esp
254 FE  44 WeightlessAmmoForSurvival.esp
254 FE  45 Weapons of Fate.esp
118 76     FnScar.esp
119 77     G36Complex.esp
120 78     HK_UMP.esp
121 79     SigSauerP320_TR.esp
122 7a     Deathclaw_nude.esp
123 7b     [ARR] FallEvil - Zombie Dogs REVisited.esp
124 7c     [ARR] FallEvil - Mega Zombie Pack.esp
125 7d     ErectionFix_SilverPerv.esp
254 FE  46 PenPos.esp
126 7e     UAP Moans.esp
127 7f     Vioxsis_Strap-Ons.esp
254 FE  47 Zaz Particle Effects.esp
128 80     Atomic Lust.esp
129 81     Mutated Lust.esp
130 82     SavageCabbage_Animations.esp
131 83     rxl_bp70_animations.esp
132 84     Idiot Slut.esp
133 85     AAF_SEU.esp
134 86     Commonwealth Captives.esp
254 FE  48 CumOverlays.esp
254 FE  49 DD_Bench_Unlock.esp
135 87     Clothes Pack 4 by DonEb14n.esp
136 88     Clothes Pack 3 by DonEb14n.esp
137 89     Clothes Pack 2 by DonEb14n.esp
138 8a     Clothes Pack 5 by DonEb14n.esp
254 FE  4a 2pacSkimpy.esp
139 8b     08thTeam.esp
140 8c     ZellaHairDye.esp
254 FE  4b LC's UHD Mutant Hound.esp
254 FE  4c LC's UHD Mirelurk Queen.esp
254 FE  4d LC's UHD Skeletons.esp
254 FE  4e Alternative Satellite World Maps.esp
254 FE  4f BLD_Armor_Overhaul.esp
254 FE  50 LC's UHD Skeleton Wardrobe.esp
254 FE  51 BLD - AI Tweaks.esp
254 FE  52 BlockingOverhaul.esp
254 FE  53 Better Locational Damage - DLC_Automatron.esp
254 FE  54 Glowing Animals Emit Light.esp
254 FE  55 Better Locational Damage - DLC_WWorkshop.esp
254 FE  56 Better Perks.esp
254 FE  57 Better VATS - 0.75.esp
254 FE  58 SuperMutantRedux VIS Patch.esp
254 FE  59 MWIIIacharlie_Blackcell.esp
254 FE  5a RealHandcuffs_AWKCR_Compatibility.esp
254 FE  5b RealHandcuffs_DD_Compatibility.esp
141 8d     LenARM_Trigger_Rads.esp
254 FE  5c LenARM_Trigger_SPECIAL.esp
254 FE  5d UnhealthyCraving.esp
142 8e     Obi's Vault Suit.esp
143 8f     VtawWardrobe7.esp
144 90     VtawWardrobe5.esp
254 FE  5e Elzee Car Alarm.esp
254 FE  5f Computer Console illuminated.esp
254 FE  60 Computer Console illuminated Part 2.esp
254 FE  61 Construction illuminated.esp
254 FE  62 00-CyberBreathingMask.esp
145 91     HKUSP9mm.esp
254 FE  63 Dank_ECO_DLCCoast.esp
254 FE  64 Dank_ECO_DLCNukaWorld.esp
254 FE  65 Dank_ECO_DLCRobot.esp
146 92     KSHairdos.esp
254 FE  66 HiPolyFaces.esp
254 FE  67 Dank_LEO_DLCNukaWorld.esp
254 FE  68 Dank_ECO-LEO.esp
254 FE  69 Dank_LEO-Automatron.esp
254 FE  6a Dank_LEO_DLCCoast.esp
254 FE  6b CraftingLegendaryFix.esp
254 FE  6c ISO-Hemlock_LL.esp
254 FE  6d Miscellaneous illuminated.esp
254 FE  6e Rad Barrels illuminated.esp
147 93     RealComics.esp
254 FE  6f NACX-Realistic Wind Patch.esp
254 FE  70 SimpleDodges.esp
254 FE  71 Street Clock illuminated.esp
148 94     Super Mutant Weaponry.esp
254 FE  72 ISO-Hemlock_TRPatch.esp
254 FE  73 Bruen Bullpup Family_Expanded.esp
149 95     More_Clothes_Textures.esp
254 FE  74 VCMT Expansion patch - PROJECT VARIANCE.esp
150 96     [ARRETH] FGEP-DE.esp
254 FE  75 VeryZenFGEP_4k.esp
254 FE  76 Bullet Impact Overhaul.esp
254 FE  77 CROSS_CryoLance.esp
254 FE  78 CBBE.esp
254 FE  79 Cinematographic fog effect - Heavy.esp
254 FE  7a ClassicRadiationPoisoning2.esp
254 FE  7b ClassicGhoulRace2022.esp
254 FE  7c Live Action Handy.esp
254 FE  7d CompRedo.esp
254 FE  7e 3rd Person Cam SmallFix.esp
151 97     CriticalFX.esp
152 98     3dscopes-replacer.esp
153 99     Cyberpunk 2077 Malorian Animations.esp
254 FE  7f Deathclaw Grab Skills.esp
254 FE  80 Crows&Creatures_V1.esp
154 9a     DoubleBarrelReloadRedone.esp
254 FE  81 DungeonRespawns.esp
155 9b     C_VWAS.esp
254 FE  82 E3PC.esp
156 9c     DlxClothesPack.esp
254 FE  83 [ETH]EthnetsMeleeSounds.esp
157 9d     Explosive Plasma Projectiles.esp
254 FE  84 FIS-Naming-Weap-Armo-EN.esp
158 9e     EnclaveX02.esp
159 9f     Falcon3.esp
254 FE  85 Cyberpunk Falcon3.esp
160 a0     [ARR] Hunter Beta.esp
161 a1     [LEO] Licker.esp
254 FE  86 NukaRadBans.esp
162 a2     [ARR] FallEvil - Palehead.esp
254 FE  87 [ARR] MZP Far Harbor Patch.esp
254 FE  88 [ARR] MZP Zombie Behaviour.esp
254 FE  89 M8rDisablePipboyEffects.esp
163 a3     Scopes.esp
254 FE  8a JSRS_FarHarbor.esp
254 FE  8b Fireflies.esp
254 FE  8c FlaconOil_BA2_Upto4K_Part3.esp
254 FE  8d FlaconOil_BA2_Upto4K_Part2.esp
164 a4     Hellfirenew.esp
165 a5     Holsters & sheaths.esp
254 FE  8e Horrific_Ferals.esp
254 FE  8f 3Vegas_SurvivalBeverages_version1A.esp
254 FE  90 ImmersiveLegendaryMutations.esp
254 FE  91 Improved - Animated Accessible Backpack.esp
254 FE  92 K9TacticalHarness.esp
254 FE  93 Ketaros_Treasures_DLC01.esp
166 a6     Karma-45.esp
254 FE  94 LC's UHD Bloodrage Mirelurk.esp
254 FE  95 LC's UHD Bloatfly.esp
254 FE  96 LC's UHD Brahmin.esp
254 FE  97 LC's UHD Radroach.esp
254 FE  98 Leaf Piles Improved.esp
254 FE  99 LC's UHD Stingwing.esp
254 FE  9a LongRangeBulletHoles.esp
167 a7     MS Ranger Outfit.esp
254 FE  9b Lots More Male Hairstyles.esp
168 a8     MWHitFx.esp
254 FE  9c Lots More Facial Hair.esp
254 FE  9d C_VWAS-VWOP.esp
169 a9     [MW2R] Shadow Company.esp
254 FE  9e Russian_Operator_Pack.esp
254 FE  9f Zenit_TacticalReloadPatch.esp
254 FE  a0 00LK_MW_Explosions.esp
254 FE  a1 Movement Speed Revised.esp
254 FE  a2 NAC-FH.esp
254 FE  a3 NAC-NW.esp
170 aa     The Eyes Of Beauty.esp
254 FE  a4 Neons NPC Overhaul.esp
254 FE  a5 NoSurvivalDiseases.esp
254 FE  a6 OakleyMFrame.esp
254 FE  a7 JSRS_NukaWorld.esp
254 FE  a8 OpsCoreFASTHelmet.esp
254 FE  a9 Physics Sound Overhaul.esp
254 FE  aa AzarPonytailHairstyles.esp
171 ab     PowerArmorSkinPack.esp
172 ac     RU556_VWAS.esp
254 FE  ab Realistic Survival Damage.esp
254 FE  ac RichMerchants.esp
254 FE  ad Robots Coming in Settlements.esp
254 FE  ae Elzee Breathe.esp
254 FE  af RussianStimpack.esp
254 FE  b0 RutahTattooPack_FO4.esp
254 FE  b1 SCDC_v0.5.esp
173 ad     SKKFastBOS.esp
174 ae     SKKRESystemManager.esp
175 af     SleekStylesPack.esp
254 FE  b2 TraumaTeam.esp
254 FE  b3 TacticalTablet_LMCC.esp
254 FE  b4 TheOthers.esp
176 b0     VtawWardrobe8.esp
177 b1     Weapon Rack Extended.esp
178 b2     VtawWardrobe6.esp
179 b3     KSHairsFemsheppingRadbeetle.esp
254 FE  b5 TacticalReload_IngameSwitch.esp
254 FE  b6 Dank_ArmorOverrides_DLCCoast.esp
254 FE  b7 Dank_ArmorOverrides_DLCRobot.esp
254 FE  b8 CHALLENGES.esp
254 FE  b9 IWITavor_LvlLists.esp
180 b4     AAlpha12.esp
254 FE  ba AAlpha12_TR.esp
254 FE  bb IWI_Tavor_TR.esp
181 b5     Ozzys_MCPR-300.esp
182 b6     battletech.esp
183 b7     battletechfootstep.esp
254 FE  bc MWII_9mmDaemon_TR.esp
254 FE  bd Ozzys_MCPR300_TRPatch.esp
254 FE  be Ozzys_BP50_LL_Patch.esp
254 FE  bf UZK50GiLL.esp
254 FE  c0 Modern Replacer - Acid.esp
254 FE  c1 Modern Replacer - Milk Carton.esp
254 FE  c2 SCOURGE - Vanilla.esp
254 FE  c3 SCOURGE - Automatron.esp
254 FE  c4 SCOURGE - Far Harbor.esp
254 FE  c5 SCOURGE - Nuka World.esp
254 FE  c6 DamnDaniel.esp
254 FE  c7 Modern Replacer - Blowtorch.esp
254 FE  c8 Modern Replacer - Car Battery.esp
254 FE  c9 Modern Replacer - Hotplate.esp
254 FE  ca [obj] Coca-Cola Machine_both.esp
254 FE  cb Modern Replacer - Gun Oil.esp
254 FE  cc Modern Replacer - Alarm Clock.esp
254 FE  cd VeryZen_MutantMenagerie.esp
254 FE  ce TinkersWorkbench.esp
184 b8     VtawWardrobe9.esp
185 b9     FPAttributes.esp
254 FE  cf ProvocativePerks.esp
254 FE  d0 DD_hider_addon.esp
254 FE  d1 TacticalTablet_Pip-BoyFlashlight.esp
 

I have version 7510.  7520 update i cant see from the download list

It was probably a slipup up on my side as I was doing that update at an an  odd hour after very little sleep.
I could have sworn I uploaded it yesterday, but no, it was missing.. 
Corrected now , 0.7520 is now present.

 

 

If the mod does not start, it might be that some other mod has changed something about the Out of Time quest ID, or the id of the parent cell of exit vault 111. 

That why in the description I added this text " 
If upon vault exit you do not get the prompts asking if you are the appropriate age and that you are okay to start the mod, then the mod hasn't correctly auto-initialized (possibly because of alternate start mods), In this case, the appropriate MCM pages will hold clues and tools for this solve.

 

It  sounds that is the case for you.

This is the button to press once you are near the hotel bell 

Untitled.jpg

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

If upon vault exit you do not get the prompts asking if you are the appropriate age and that you are okay to start the mod, then the mod hasn't correctly auto-initialized (possibly because of alternate start mods), In this case, the appropriate MCM pages will hold clues and tools for this solve.

 

It  sounds that is the case for you

Thanks ill loog again through the MCM but i didnt use any auto start mods.  my MCM also doesnt seem to work, i downloaded v7500 and that mcm worked. maybe it is that commonwealth backpacks gives me stuff soon as i exit the vault too, ill try with out that on and see what happens

 

*edit*

I tried that opton standing at the vault exit in the middle but nothing happend.  when i installed the previous version MCM worked, MCM updated the 0/1 slider with installed mods etc, siad the quest was allready running but the scientist guy was MIA, and no one next to the trailer at the creek

Edited by LatencyRemix
Posted (edited)
5 minutes ago, LatencyRemix said:

Thanks ill look again through the MCM but i didnt use any auto start mods.  my MCM also doesnt seem to work, i downloaded v7500 and that mcm worked. maybe it is that commonwealth backpacks gives me stuff soon as i exit the vault too, ill try with out that on and see what happens

I have edited the post above and included a screenshot to make it easier to find the exact button.

Super strange  that 0.7510 did not have a mcm entry.  Will double check to see if there was a slip up on my side.
the newly added 0.7520 should for sure have one. 

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

After finally getting everything to work, I do have some feedback for you

 

Overall, absolutely fantastic. It hits the bimbo fetish HARD. Walking around dumb as nails, no awareness also adds to the challenge opf the game and makes it more rleiant on a companion to get through things which is also great.

 

I got to bimbo level 7 and am excited for future quests.

 

The only criticism i would have is i wish there were just...mroe options mostly for clothes/shoes most of the good, really slutty outfits unlock at bimbo 2, my personal current favorite being the larsen outfit and it feels like the options at higher bimbofication levels are not quite as slutty.

 

But, overall, this is one of the most fun, amazing addons ive ever used from LL. Definitely top 3, possibly top 2.

 

Thank you so much!
Feedback is so needed.

 


You are correct, Marina's outfit offering only covers correctly Bimbo level 0 1 and 2 .

Level 3 and up are there so you have *something* to wear, until I figure up a better distribution) 


Marina offers that automated tagging of other armor items (so you can build your own level appropriate hypersexual gear) in the interim, but yes I will set up more ready-made outfits in Marina's store too. The limit is that need to work only with fashion mods that support both FusionGirl and CBBE.

 

The mod, as it was originally planned, is not even 20% done, and its own story arc is not really started in earnest, only the supporting mechanics are.
Right now I am still in the "build up fine tune the core/underlying gameplay mechanics and stats that support the overarching bimbo story" phase. 



In the next  months I hope to add: 
- More custom hairdoos and clothing to the mod's NPCs so they look/feel more special as well. 

- Add more mod-specific NPCs, locations and quests  (the de-bimbo school itself with the teacher and your class colleagues, and the extra planar tribunal, and their associated prelude quests)

- infrastructure for easy localization/translations. 
- Another bimbo solve or two for the vanilla quests near the start, mostly for flavor, (and for me to learn how to do that correctly) ...  the goal here is to finalize prelude and get started on Act 1 with  the parallel bimbo story, there in act 1 the protagonist travels with Marina and mister SJ to her new home, and her new life path as the promoting star for mister SJ dildo factory. This sprucing up the vanilla quest line at the start is just me learning how to work Fallout4 modding tools :).
- Wrap up the Wedges quest correctly (yes it is supposed  have an end eventually, if the player exaggerates with the visits for easy caps, there is a  consequence, the plan is that after a number of visits ( for instance if you visit more than X times in a single day), Piete will betray the other two, and put the visiting bimbo through a rather extreme scenario involving a group of pleasure bots, which will all but guarantee a bimbo level up based on that encounter alone).

- get some actual voices in.


Then, the following acts : 
- Location for act 1: Mister SJ and his Dildo factory and the associated settlement.
- maybe add a hair and make-up management option at marina's,  and management layer for them  (I need to learn more technical stuff about overlays or better said face tints on the face to do that correctly)

- maybe add some expiration timer to it, and also nails polish  so they periodically need to be re-done at a salon.

- add more tattoos, with some bimbo class restrictions , with more granularity on their effects
... and so on, the full structure is on the main page in a collapsable section.

Edited by MSM_Alice
Posted (edited)
59 minutes ago, LatencyRemix said:

Thanks ill loog again through the MCM but i didnt use any auto start mods.  my MCM also doesnt seem to work, i downloaded v7500 and that mcm worked. maybe it is that commonwealth backpacks gives me stuff soon as i exit the vault too, ill try with out that on and see what happens

 

*edit*

I tried that opton standing at the vault exit in the middle but nothing happend.  when i installed the previous version MCM worked, MCM updated the 0/1 slider with installed mods etc, siad the quest was allready running but the scientist guy was MIA, and no one next to the trailer at the creek

Hmm..
So for you, when you install 0.7500 the MCM worked, and on later ones the MCM options do not work anymore?

Can you start a brand new playthrough  directly on 0.7520  and let me know how the Load validation, but more importantly  Bootup check pages..how they look like for you at the very start?
Both in the vault, before taking the elevator up,  and then also after taking the elevator up as you emerge?


image.thumb.png.404a3b614ebd906b46bdae15c92336fe.png 

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

Can you start a brand new playthrough  directly on 0.7520  and let me know how the Load validation, but more importantly  Bootup check pages..how they look like for you at the very start?
Both in the vault, before taking the elevator up,  and then also after taking the elevator up as you emerge?

I tied this again but kinda cheated using the vault 111 exit save, should be ok since its done with out mods.  The scientist was still MIA stright out of the vault but the MCM said that the quest was running,  MCM worked once after a safe then stoped functioning for me again.  I instaled the confim box's fallui add on also but was never promted with a confirm after exiting the vault.  im not using SAKAR and some of the armours but should work without.  I also use the MCM booster, and if that could cause some jank with the MCM?

*EDIT*

This is inside vault just before the elevator

Spoiler

20250626171243_1.jpg.6d657e8b930791bddc514aeb5e82e18d.jpg20250626171224_1.jpg.ea1339f95a79892d0248396d049f0378.jpg

This is just after exiting the vault

Spoiler

20250626172433_1.jpg.dfe7be3dac6238eba4c8845016df38b4.jpg20250626172427_1.jpg.1aee53018969ce838f2dcbc100418e57.jpg

These are after waiting 5-10 mins saveing and reloading

Spoiler

20250626172604_1.jpg.37c97aa62740086d24978053a10941aa.jpg20250626172600_1.jpg.ed84ffa32755171884d8d9a50539f14a.jpg

 

Edited by LatencyRemix
Posted
1 hour ago, MSM_Alice said:

Hmm..
So for you, when you install 0.7500 the MCM worked, and on later ones the MCM options do not work anymore?

Can you start a brand new playthrough  directly on 0.7520  and let me know how the Load validation, but more importantly  Bootup check pages..how they look like for you at the very start?
Both in the vault, before taking the elevator up,  and then also after taking the elevator up as you emerge?


image.thumb.png.404a3b614ebd906b46bdae15c92336fe.png 

not sure if this helps or not, I use SKK fast start new game and it works fine with this and Nuka Ride.   Start me up has many issues with adjusting the main quest and bogging down all the mods that load right as you exit the vault.   This may be what is causing the issue for those that not getting the start sequence pop up for this mod.   I use combined arms pack and I have to sit there at the vault entrance for 3-5 minutes waiting for everything to load, and Creation Club items (including those added by NG) also all load at this time.   As a test for those having issue I would suggest to disable any kind of fast start and run the entire intro part of the game as it is out of the box.   If the mod works then, they will have the answer, if it still does not function they have something else altering the game start up.   America Rising for example alters the main quest, along with many other mods like it.

Posted (edited)
1 hour ago, LatencyRemix said:

I tied this again but kinda cheated using the vault 111 exit save, should be ok since its done with out mods.  The scientist was still MIA stright out of the vault but the MCM said that the quest was running,  MCM worked once after a safe then stoped functioning for me again.  I instaled the confim box's fallui add on also but was never promted with a confirm after exiting the vault.  im not using SAKAR and some of the armours but should work without.  I also use the MCM booster, and if that could cause some jank with the MCM?

*EDIT*

This is inside vault just before the elevator

  Hide contents

20250626171243_1.jpg.6d657e8b930791bddc514aeb5e82e18d.jpg20250626171224_1.jpg.ea1339f95a79892d0248396d049f0378.jpg

This is just after exiting the vault

  Hide contents

20250626172433_1.jpg.dfe7be3dac6238eba4c8845016df38b4.jpg20250626172427_1.jpg.1aee53018969ce838f2dcbc100418e57.jpg

These are after waiting 5-10 mins saveing and reloading

  Hide contents

20250626172604_1.jpg.37c97aa62740086d24978053a10941aa.jpg20250626172600_1.jpg.ed84ffa32755171884d8d9a50539f14a.jpg

 

Thank you.

That -1 on MSMASexual Journey mod status spells trouble.


I am inclined to think that "cheating" a new start by using the vault 111 post-exit save, combined with MCM booster, are the most likely culprits here, working as a deadly combo.


On one hand, using the vault 111 post exit save means that a key stage change in the Out Of Time quest that happens as you emerge from the vault (the triggering effect for the start of this mod), the elevator exit scene never occurs under the gaze of the MSMA mod, so the start is never triggered.
That combined with the MCM booster and the potential of it caching an older version of the MCM script file is likely problematic.


 

The fact that the NPCs are missing from the game world is a normal state if  MSMA mod hasn't prompted you yet with the age check, and you haven't said yes, those NPCs are manually disabled by the MSMA MCM manager Quest script (so at least we know that parts runs),  until you confirm you are okay with playing this adult mod, and only then the NPCs will become visible again.
 

 

As a fix, I suggest: 
1. Temporarily suppressing the MCM booster (and seeing if that makes the 0.7520  MCM menu finally work normally, and maybe you can re-activate the booster after).

2. For an immersive start (where you don;t have to use MCM debug buttons to start this mod), do not use a save post Vault 111 exit as a starting point.
Either use a new game or at least use a save made just before the first Vault 111 elevator exit. 

 

If you do those things on a fresh game with 0.7520, then it should either work normally out of the box, or at least the "Emergency  Button: Forcestart MSMA Mod" should work normally, once you are near the containers.

 

 

 

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

Either use a new game or at least use a save just before the first Vault 111 elevator exit. 

I will try it again with out the MCM booster. And as for the save its this one that is still in the vault but the door is open
https://www.nexusmods.com/fallout4/mods/35235

I think it possibly more my game is fucked. i just stried doing a new strat from the mirror and game kept on crashing just swaping to Nora, eventualy got past that but now the vault guy wont talk XD Wish me luck

 

*edit*

Looks like MCM booster bricks it, the scientist is atleast there now with out MCM enabled. Still didnt get any pop up asking for permisions so i cant talk to them 

Edited by LatencyRemix
Posted (edited)
13 minutes ago, LatencyRemix said:

I will try it again with out the MCM booster. And as for the save its this one that is still in the vault but the door is open
https://www.nexusmods.com/fallout4/mods/35235

I think it possibly more my game is fucked. i just stried doing a new strat from the mirror and game kept on crashing just swaping to Nora, eventualy got past that but now the vault guy wont talk XD Wish me luck


In terms of what each of the  MSMASexual Journey mod status  numbers mean, they are detailed in the help bar at the bottom.

0 -   means the mod thinks you haven t exited the prewar intro phase or the vault  111 for the first time yet, so it is still in "wait for the player to exit vault for the first time, so I can ask them if they want to play this" mode.
1 -   means it is started, it asked the player, player did approve/confirm they want to play the mod, and things running normally,
-1 -  means the mod thinks it has already prompted you with the start prompt/age checks at the beginning, and you have specifically said "no, I don't want to play this mod", so it will never ever start on that particular playthrough/save.


Maybe there's a UI/interface  bug in some of your HUD/interface mods, and you are not seeing the standard MSG windows/prompts ?

Untitledzzzz.png

Edited by MSM_Alice
Posted (edited)
36 minutes ago, LatencyRemix said:

I will try it again with out the MCM booster. And as for the save its this one that is still in the vault but the door is open
https://www.nexusmods.com/fallout4/mods/35235

I think it possibly more my game is fucked. i just stried doing a new strat from the mirror and game kept on crashing just swaping to Nora, eventualy got past that but now the vault guy wont talk XD Wish me luck

 

*edit*

Looks like MCM booster bricks it, the scientist is atleast there now with out MCM enabled. Still didnt get any pop up asking for permisions so i cant talk to them 

 

If the Scientist is there without you having seen any initial prompts it is not good news. 

The only moment when the scientist should be visible in a functional playthrough is AFTER you answer the initial start prompts. :)

 

NPCs visible and no start prompts ever being shown, means the ESP loaded, but that absolutely no scripts from this mod (not even the very simple ones that auto initialize to hide the scientist at the start) are running.

 

 

 

My advice is to
- start a new game in earnest with 0.7520 
- no MCM booster.
- let me know what the two init screens in the MCM show before exiting the vault for the first time, and after exiting the vault for the first time.


If you exit the vault and there are no prompts, there should also be no scientist visible yet.
That state of affairs is not a huge issue, as it means that even though the normal start trigger detection misfired, some things are still working, and it is still correctable with the Emergency Button: Force Start MSMA mod (and other debug buttons if needed).

 

 

On the other hand , if you exit the vault, there are no prompts, but there is a scientist visible nevertheless, then something is terribly wrong (means esp is loaded, but none the key papyrus scripts of this mod are running at all).
 



 

 

Edited by MSM_Alice

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
×
×
  • Create New...