MSM_Alice Posted June 25, 2025 Author Posted June 25, 2025 (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 June 25, 2025 by MSM_Alice
MSM_Alice Posted June 25, 2025 Author Posted June 25, 2025 (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: 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 June 25, 2025 by MSM_Alice
Tempy Posted June 25, 2025 Posted June 25, 2025 (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 Edited June 25, 2025 by Tempy
MSM_Alice Posted June 25, 2025 Author Posted June 25, 2025 (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 June 25, 2025 by MSM_Alice
Tempy Posted June 25, 2025 Posted June 25, 2025 (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 June 25, 2025 by Tempy
MSM_Alice Posted June 25, 2025 Author Posted June 25, 2025 (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 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 June 25, 2025 by MSM_Alice
MSM_Alice Posted June 25, 2025 Author Posted June 25, 2025 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.
Tempy Posted June 25, 2025 Posted June 25, 2025 (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 June 25, 2025 by Tempy
MSM_Alice Posted June 25, 2025 Author Posted June 25, 2025 (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 June 25, 2025 by MSM_Alice
MSM_Alice Posted June 25, 2025 Author Posted June 25, 2025 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.
Tempy Posted June 25, 2025 Posted June 25, 2025 (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 June 25, 2025 by Tempy
MSM_Alice Posted June 25, 2025 Author Posted June 25, 2025 (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 June 29, 2025 by MSM_Alice
LatencyRemix Posted June 26, 2025 Posted June 26, 2025 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
ElysiaViolette Posted June 26, 2025 Posted June 26, 2025 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. 1
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 (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 Edited June 26, 2025 by MSM_Alice
LatencyRemix Posted June 26, 2025 Posted June 26, 2025 (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 June 26, 2025 by LatencyRemix
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 (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 June 26, 2025 by MSM_Alice
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 (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 June 26, 2025 by MSM_Alice
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 (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? Edited June 26, 2025 by MSM_Alice
LatencyRemix Posted June 26, 2025 Posted June 26, 2025 (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 This is just after exiting the vault Spoiler These are after waiting 5-10 mins saveing and reloading Spoiler Edited June 26, 2025 by LatencyRemix
Mimirue17 Posted June 26, 2025 Posted June 26, 2025 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? 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.
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 (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 This is just after exiting the vault Hide contents These are after waiting 5-10 mins saveing and reloading Hide contents 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 June 26, 2025 by MSM_Alice
LatencyRemix Posted June 26, 2025 Posted June 26, 2025 (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 June 26, 2025 by LatencyRemix
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 (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 ? Edited June 26, 2025 by MSM_Alice
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 (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 June 26, 2025 by MSM_Alice
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