LatencyRemix Posted June 26, 2025 Posted June 26, 2025 (edited) 16 minutes ago, MSM_Alice said: My adivce is to - start a new game with 0.7520 - no MCM booster. - let me know what the two init screens show before exiting the vault. Something somewhere is gone wrong for sure. Vault Tec rep wont even talk to me now, and the TV is stuck in pre war new game. I looked at the MCM when i was infront of the scientist and all values were 0 and not buttons in the MCM worked like the check quest stage or forcce starts. At this point i think im best stripting everything out and rebuilding the vortex profile but all other mods are working just fine, DD/Cursed DD Enchantings - Redux²/ FPE/WDE ETC *Edit* This is an another thought I had but I use pip pad tactical tablet, so not sure if that interferes with the accept popup or not. I'm assuming it's meant to be like the ok windows when AAF first loads themes? Edited June 26, 2025 by LatencyRemix
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 (edited) 9 minutes ago, LatencyRemix said: Something somewhere is gone wrong for sure. Vault Tec rep wont even talk to me now, and the TV is stuck in pre war new game. I looked at the MCM when i was infront of the scientist and all values were 0 and not buttons in the MCM worked like the check quest stage or forcce starts. At this point i think im best stripting everything out and rebuilding the vortex profile but all other mods are working just fine, DD/Cursed DD Enchantings - Redux²/ FPE/WDE ETC Indeed it could be indicative of a larger issue. No MSMA scripts seem to be started/running at all in that context. MSMA also doesn't really attempt to do anything fancy in the pre-war stage. Certainly wouldn't do something that would be blocking the vault tech rep from talking to you, or block any TV. Maybe try a new vortex profile, with a less heavy mod list at first, and build up from there? Edited June 26, 2025 by MSM_Alice
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 (edited) 15 minutes ago, LatencyRemix said: *Edit* This is an another thought I had but I use pip pad tactical tablet, so not sure if that interferes with the accept popup or not. I'm assuming it's meant to be like the ok windows when AAF first loads themes? Similar, but there's not just an "okay" at the bottom, but rather a selection one needs to make. It is more like the Sex Attributes initial popups, where you chose your orientation/fetishes and whatnot. Do you get those ? Edited June 26, 2025 by MSM_Alice
LatencyRemix Posted June 26, 2025 Posted June 26, 2025 7 minutes ago, MSM_Alice said: more like the Sex Attributes initial popups, where you chose your orientation/fetishes and whatnot. Do you get those ? Yeh I get two of those while at the mirror then AAF starts popping up straight after finishing character, still haven't seen the pop-up option from this mod.
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 (edited) 1 hour ago, LatencyRemix said: Yeh I get two of those while at the mirror then AAF starts popping up straight after finishing character, still haven't seen the pop-up option from this mod. Perfect. We can at least rule that out. Assuming all files from the mod are correctly deployed/installed, and the mod's scripts were allowed to start. then the start-up popups from this mod are trigged not immediately at the beginning, at the mirror (during character generation) but later, hinging either one of these three conditions: - Auto start 1: The stage change in the "Out of time" vanilla quest that corresponds to exiting the Vault 111 is detected or - Auto start 2: The name of the parent cell to be the default one of the Vault 111 Exit is detected for the first time or - Manual start: The "Emergency Button: Force Start MSMA" button is pressed Clues about what scripts are running or not can be found: - by observing the info the two pages on the MSM MCM mentioned above - probably more clues can be gathered from a standard papyrus script log, if papyrus logging is enabled, and Debug output is turned on in the MSMA MCM The fact that you are seeing the mysterious scientist without having had these popups first, likely means this mod's scripts didn't start at all, not even the simplest ones. Do you know how to check global variable values by console? If so I can ask you a bunch more things about those values to try to de some remote detective work. In the screenshot you posted here, the one immediately after the vault exist, the MCM manager quest indicator is on 1, so, (unless you manually set that to 1 before taking the screenshot), it means at least on THAT run, something worked. In theory there on that run you shouldn't' t have seen the scientist yet ( as the MSM manager quest is the one that hides the scientist , on init). In that context pressing the emergency start button should have worked as a manual start-up. But then you came and said after saving and loading for 5 minutes, things got foobared , and the main quest indicator went from being 0 to being -1, but that happened without you ever seeing any popups (those popups are the only things that normally could get that value from 0 to 1 or -1, based on whether the player responds with yes or no to the popups). Aside voodoo being involved (joking ofc), I can' t think of a logical explanation for that. And then on subsequent playthroughs the MCM Manager in MSMA script never initialized again, further deepening the mystery. So I don't know. Magic happened :D, or there are some steps being omitted. New/different vortex profile, just with the minimal set of mods installed (just the one in the prerequisites) is the only sane thing left to try. Edited June 26, 2025 by MSM_Alice
Mimirue17 Posted June 26, 2025 Posted June 26, 2025 (edited) 40 minutes ago, LatencyRemix said: Yeh I get two of those while at the mirror then AAF starts popping up straight after finishing character, still haven't seen the pop-up option from this mod. as a test to see if possibly something else is causing issues. If you disable this mod, run a new start (full intro or with skk fast start as I think you mentioned you had that) does your mcm and quest tab look similiar to this after everything has loaded when you first exit the vault. of course your mods will likely differ but should have a lot of similar mods as they are hard/soft requirements edit: another log you can check to make sure things loaded correctly is you F4SE.log (documents/Fallout 4/F4SE folder) one last thing to check is to make sure only the AAF dll for your set up is installed (AAF 1.1 on) as they work with NG and pre-NG and they have both there. this it what it looks like by when fresh installed make sure to remove/move or disable the one not matching your install. Edited June 26, 2025 by Mimirue17
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 (edited) 24 minutes ago, Mimirue17 said: as a test to see if possibly something else is causing issues. If you disable this mod, run a new start (full intro or with skk fast start as I think you mentioned you had that) does your mcm and quest tab look similiar to this after everything has loaded when you first exit the vault. Reveal hidden contents of course your mods will likely differ but should have a lot of similar mods as they are hard/soft requirements I wonder, How okay is vortex with installing updating mods if delivered as simple zip files (with no Fomod?) I am testing with MO2. At this point I am left thinking that there's some update flow shenanigans on that Vortex profile, becaus here Latency Remix if i understand correclty, did a a mod install roll back from 0.7510 back to 0.7500, then ideally forward to 0.7520... and the mod is a simple zip, not a fomod, maybe that triggered a corner case in the way Vortex manages all those file changes back and forth? Either that or some aspects of the deployment processes are being omitted. Edited June 26, 2025 by MSM_Alice
LatencyRemix Posted June 26, 2025 Posted June 26, 2025 49 minutes ago, MSM_Alice said: 0.7510 back to 0.7500, then ideally forward to 0.7520 Also with these I said they worked but only that MCM buttons function and showed the quest stage and force start error - quest already running, but none of them had given a accept window. Can I double check load order priority, sometimes vortex need a gentle push to force things in the right order, like CaN I can't ever seen to get working in vortex but was fine with MO2. I'll also try manually install off the mode tomorrow using vortex purge an re deployment
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 (edited) 2 hours ago, LatencyRemix said: Also with these I said they worked but only that MCM buttons function and showed the quest stage and force start error - quest already running, but none of them had given a accept window. Can I double check load order priority, sometimes vortex need a gentle push to force things in the right order, like CaN I can't ever seen to get working in vortex but was fine with MO2. I'll also try manually install off the mode tomorrow using vortex purge an re deployment If the buttons there did work and did show the Out of Time Quest stage, and did confirm that the main Sexfight quest was already running and whatnot, that is good news. In that case, if those buttons do work, (and the mysterious scientist NPC is missing), to get the MSMA Mod main quest status from 0 to 1, ( and not -1), or, as you put it, for it to "give an accept window", all you had to do was a manual start, instead of the automatic start. Namely, press the "Emergency Button: Force Start MSMA mod", then exit the MCM menu and wait a few seconds for the NPC and Popups to appear. But the mysterious scientist NPC should have been invisible before that moment, before the moment of the initial pop-up. If the mysterious scientist NPC was already visible before the "I am an adult, go on" popup, then things were not initialized okay, in the right order. That is why when you said that you see the mysterious scientist NPC, but hadn't seen any start-up popups yet, that was an alarm bell for me that things were not initialized correctly, and that playthrough's script sanity is likely compromised somehow as far as MSMA's scripts are concerned. Edited June 26, 2025 by MSM_Alice
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 (edited) 2 hours ago, LatencyRemix said: Also with these I said they worked but only that MCM buttons function and showed the quest stage and force start error - quest already running, but none of them had given a accept window. Can I double check load order priority, sometimes vortex need a gentle push to force things in the right order, like CaN I can't ever seen to get working in vortex but was fine with MO2. I'll also try manually install off the mode tomorrow using vortex purge an re deployment There's also the hypothesis that the auto-start actually worked ( that's why the force start button was saying "Hey, mod is already started") If that case what is the stage of that quest, if queried above? That Query Main Sexfight Quest Stage button. What does it say? It should return a value if the quest is started in earnest. I will investigate on my side too, how that might be possible. Edited June 26, 2025 by MSM_Alice
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 (edited) On 6/26/2025 at 2:14 PM, LatencyRemix said: Also with these I said they worked but only that MCM buttons function and showed the quest stage and force start error - quest already running, but none of them had given a accept window. Can I double check load order priority, sometimes vortex need a gentle push to force things in the right order, like CaN I can't ever seen to get working in vortex but was fine with MO2. I'll also try manually install off the mode tomorrow using vortex purge an re deployment Here is a version of the mod, custom built for you to help us debug this issue. If you use it, in the MCM you will have a new setting in the debug settings page, (in this release 0.7521, it is already togged on to " 1" by default) that is very verbose about everything that's happening on mod init, testing for all kinds of crazy errors/scenarios. Set it to 1 if you want to see these as mere passing notifications Set it to 2 if you want to see these as popup messages that pause everything else until you hit okay on that window. Set it to 3 if you want these off. Edited February 19 by MSM_Alice
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 On the topic of translations/ localization, I feel rather silly today, as I have learned this tool exists : ESP-ESM Translator at Skyrim Special Edition Nexus - Mods and Community That not only auto translates ESPs and ESMs, but also the associated MCM script, Fomod script, and, hear this, decompiles and translates Papyrus scripts too! Wow. I feel my efforts to have an architecture with a string manager script to gather all those strings in all the scripts ina single place, and eventually and save and load them to/from a human readable text file (all for making translations easier), might have been largely useless effort... in light of this fantastic translation tool existing.
krighaur Posted June 26, 2025 Posted June 26, 2025 For a quick try, I loaded MSMA 0.7520 on an existing game (use Horizon, use Fusion Girl, level 23, former slave from Commonwealth slaver). Once save was loaded, I fast traveled to exit Vault 111, talked with mysterious figure, talked with Marina. I had all starting information messages. MCM says all is good (no conflicts) I will re-try it (played with one of the earlier version) later when my current game will be finished 1
LatencyRemix Posted June 26, 2025 Posted June 26, 2025 (edited) 7 hours ago, MSM_Alice said: Here is a version of the mod, custom built for you to help us debug this issue. Wow, thank you for going above and beyond trying to help me figure this out, I greatly appreciate this. I am more thinking that there is something specific to my mods and when MSMA is enabled my game bricks. I started a new game no quick start or skse skip mod but when MSMA is installed I can't talk to the vault tec rep to name character and set specials. I've a game new start and adding MSMA just before I leave the vault *Edit* So I added a few more of mods that you had listed under to be used for a better experience, mainly violate and sakr. Seems with out them installed the mod breaks. I also set the slider to 1 manually that was for ageing to the mod. But now this time soon as I left the vault I now got all the pop ups for the message asking 18+, morph settings etc version 720 also not the new one you had built Edited June 26, 2025 by LatencyRemix
angrykiwi Posted June 26, 2025 Posted June 26, 2025 On 6/23/2025 at 12:00 PM, MSM_Alice said: Can you describe me step by step 1. What version of the mod are you on? Was that the version you started on, or is it a mid-playthrough upgrade. 2- are you installing MSMA on a older savegame, or is this a fresh start? 3 - are you using any alternate start mods, that mess with the player's emergence from vault 111 (and that cell's formID) or the initial 'Out of time' quest? 4 - are you exiting the 111 vault normally? 5- Are you on NG or OG? - Press the Button : Querry "Out of Time; Quest stage, what number does it say ? - Press the Button : Querry Main SexFight Quest Stage , what number does it say ? - What is the status of the all "Contents" entries below (what is on 0 and what is on 1) ? Hi, i also have issues talking with marina and another one by the vault, oddly enough i've noted that you cannot pickpocket them since any attempt acts as if you are trying to talk. 1- latest 2- older, was thinking what mod to add to the save after finishing Slavers and yours seemed interesting 3- alternative start but only to skip the intro of running to the vault 4,5- existing save, mod has initialized properly even outside of the vault - stage 1000 - stage 0 - all 1 besides nukaworld
MSM_Alice Posted June 26, 2025 Author Posted June 26, 2025 (edited) 6 hours ago, angrykiwi said: Hi, i also have issues talking with marina and another one by the vault, oddly enough i've noted that you cannot pickpocket them since any attempt acts as if you are trying to talk. 1- latest 2- older, was thinking what mod to add to the save after finishing Slavers and yours seemed interesting 3- alternative start but only to skip the intro of running to the vault 4,5- existing save, mod has initialized properly even outside of the vault - stage 1000 - stage 0 - all 1 besides nukaworld The initial talk with the mysterious scientist should be the entry point, as that is what first moves the Main SexFight Quest Stage from 0 to 10 (then from 10 to 20 as you visit Marina) So you get all the init prompts all fine and dandy, but then the mysterious scientist refuses to talk with you ? Is that the core issue ? If so, use that " mysterious scientist forcetalk" button in the MCM. Only after that convo is done should you move on to meet Marina, down by the creek, not before. Otherwise Marina won't really talk to you. Not when Main SexFight Quest Stage is at stage 0. Marina should only be enabled (and interacted with) only after the mysterious scientist has had his convo with you and poofed out of view. Talking with Marina without having talked with the mysterious scient first should not be possible, as Marina should only activate (and appear in the game world) after the talk with the mysterious scientist is done. Hmmm....... unless you used her doorbell ( that I added later) to force her to appear before her normal time. I forgot about the doorbell. Will have to add an extra check to her doorbell as well and have that not work if the discussion with the mysterious scientist is not completed. Edited June 27, 2025 by MSM_Alice
MSM_Alice Posted June 27, 2025 Author Posted June 27, 2025 6 hours ago, krighaur said: For a quick try, I loaded MSMA 0.7520 on an existing game (use Horizon, use Fusion Girl, level 23, former slave from Commonwealth slaver). Once save was loaded, I fast traveled to exit Vault 111, talked with mysterious figure, talked with Marina. I had all starting information messages. MCM says all is good (no conflicts) I will re-try it (played with one of the earlier version) later when my current game will be finished Thank you for testing. Indeed that is how it is supposed to work Normally no fancy debug buttons in the MCM should ever be needed.
Draculass Posted June 27, 2025 Posted June 27, 2025 Would you kind people help out a newbie to this mod. I am trying to get to grips with the sex fight mechanic. When an attacker flashes red does that mean that I don't need to answer the challenges any more as the scene keeps on playing. Am I right in thinking that that is what the auto end option is for? That it will then move on to the next assailant.
MSM_Alice Posted June 27, 2025 Author Posted June 27, 2025 (edited) 3 hours ago, Draculass said: Would you kind people help out a newbie to this mod. I am trying to get to grips with the sex fight mechanic. When an attacker flashes red does that mean that I don't need to answer the challenges any more as the scene keeps on playing. Am I right in thinking that that is what the auto end option is for? That it will then move on to the next assailant. Up to you. He is as good as dead post scene, indeed but just like in real life where even a mortally wounded opponent can still swing a sword/ press a trigger on a gun for a while, as the scene still goes on , what that opponent does still matters. Challenges coming from him that you chose to not answer, still count as failed challenges for you in the final statistics, opleasure he produces can still push you over the edge, and in general as the AAF scene goes on, his actions still produce effects. If you do set the auto-exit when all opponents are cooked option, that time window where he stuff does any stuff will generally be smaller, but yes everything that happens until the sexfight is actually over (positive or negative) can have effects, even if he is as good as dead after the scene from that moment on. He should be lower on your priority list after he flashes red, but he can still be dangerous until the sexfight actually ends. Sex Fight Color codes (copied over from the main page) : NPC outline Flashes blue (for about 2 seconds): [call to action] They issued a sex challenge, and you had better answer it. (The faster the better) Player outline flashes blue (very quickly): [status confirmation] You have successfully answered the above challenge on time using your standard AP pool. Good job! Player Outline Flashes purple: [status confirmation] You have successfully answered the above challenge on time using "overdrive" methods of emergency AP generation, because you didn't normally have enough AP. Good job, but be careful, abusing those "overdrives" can have side effects! Player outline flashes red: [status confirmation] You missed answering a challenge (did not see it, did not have enough AP, or some other reason). NPC outline flashes orange: [status confirmation: marked for paralysis or frenzy] That NPC got to a mind-blowing-tier orgasm (and paralysis or frenzy is on). They are as good as paralyzed (or frenzied) at the end of the scene. This signaling only happens once per NPC per scene, if this is a scene with more actors, you need to pay attention to keep track of who is 'cooked' and who is not. NPC outline flashes red: [status confirmation: marked for death] They got a Galactic Orgasm (and death by orgasm is on in the settings). This signaling only happens once per NPC per scene; you need to pay attention. They are as good as dead at the end. If this scene involves more actors, you can probably focus on others now. Player outline flashes green: [status confirmation] You pressed the action button outside of a valid NPC challenge, you are now consuming some AP to reduce your pleasure and avoid getting overwhelmed. Player outline flashes yellow: [status confirmation] You tried to reduce your pleasure but did not have enough AP to do so effectively; it barely produced a small effect on your arousal, still better than nothing. Edited June 27, 2025 by MSM_Alice
MSM_Alice Posted June 27, 2025 Author Posted June 27, 2025 (edited) New version is up: 0.7525 - Mid playthrough updates should be good. Added a bunch of optional helpful checks for problematic mod initializations, that we'll hopefully never need. Toggle them on only if needed in the Debug settings page, "Mod Initialization- Extra Debug notification". If set to "3" means they are all turned off (default value), "1" means they happen as notification only, "2" means they also happen as a popup message box, so you can't miss them. Made sure that Marina can only appear if the progression is normal/valid (that means player has talked with the Mysterious scientist first). Before this, using the doorbell button or the Debug option in the MCM to reset Marina could make her erroneously appear ahead of the moment in the start up story when she was supposed to appear, and generate confusion as by "Why doesn't Marina Talk to me". Corrected now. Removed an older debug activator object, which no longer served any functional purpose (the large dark hotel bell on the side of one container) Misty and Marina now start as disabled, (even if none of this mod scripts are present). The only way to make them appear should be the progression through the story, after responding "yes" to the initial age check prompts. (and then first talk with the Mysterious Scientist, and only after that with Marina. Shouldn't be possible to do it in reverse order anymore.) Edited June 27, 2025 by MSM_Alice
LatencyRemix Posted June 27, 2025 Posted June 27, 2025 Now that I got the mod working, playing it for a while now has good features. If you don't mind me rambling about some thoughts below I found it made my game very hard, nerfing weapon DMG even guns with 250% modifier only seem to tickle an annoy my enemies XD That could be combined effects of all resident evil monsters instead of ghouls, scourge and locational DMG mods. As a suggestion for morphs, would you consider rad morph redux as an option using it's optional input, or wasteland eggspansion new version has some black magic using body slide presets to be used as player morphs that way it could remove and lighten script maybe for detection of cbbe/fg and allow more customisation Dropping weapons is a bit annoying but not sure if that's part of violate now. 1
MSM_Alice Posted June 27, 2025 Author Posted June 27, 2025 (edited) 1 hour ago, LatencyRemix said: Now that I got the mod working, playing it for a while now has good features. If you don't mind me rambling about some thoughts below I found it made my game very hard, nerfing weapon DMG even guns with 250% modifier only seem to tickle an annoy my enemies XD That could be combined effects of all resident evil monsters instead of ghouls, scourge and locational DMG mods. As a suggestion for morphs, would you consider rad morph redux as an option using it's optional input, or wasteland eggspansion new version has some black magic using body slide presets to be used as player morphs that way it could remove and lighten script maybe for detection of cbbe/fg and allow more customisation Dropping weapons is a bit annoying but not sure if that's part of violate now. Thank you. Do not mind at all, in fact I crave the feedback, only way to improve! The weapon drop is from this mod, but the chance is also configurable (and toggleable off totally in the MCM) It is more frequent the higher level bimbo you are and the heavier the weapon is. A bimbo can do a better job at holding on to a light pistol than to a minigun. Investing in strength does offset that to a certain extent. A Level 10 strength bimbo should very rarely drop her pistol. It does not happen while in power armor. The story will assist you with that with some unique perks, which mitigate some of those disadvantages to a certain extent, but the story is not yet built.. The mod will indeed nudge you in the direction of non-shooting-combat solutions, and the higher level bimbo you are, the worse your shootie-shootie weapon proficiencies will be. At bimbo level 7, it is perhaps pretty extreme, but bimbo level 7 is an extreme situation to be in. At that point, you depend on your followers for almost everything shooting-combat-related, unless you go the sex-fight route. In general, you might find yourself doing more damage, especially with long Nails on, via scratching their eyes out via hand-to-hand melee (with a big boost to that damage some 10-15 seconds esp immediately after an AAF scene). Or using explosives ( grenades, mines) or the environment, which should not be bimbo-nerfed. That being said, the shooting damage adjustments are weighted against vanilla difficulty. If you have mods with much tougher enemies, then things might be too tough indeed, more than I intended. Maybe could just nix that bimbo disadvantage while you are in power armor, just like weapon drop. Edited June 27, 2025 by MSM_Alice
tim8867 Posted June 27, 2025 Posted June 27, 2025 (edited) Hello, I have a problem displaying some dialogs. I've installed Extended Dialogue Interface, but it doesn't work. Do you have a solution? PS : My resolution is 3840X1080. Edited June 27, 2025 by tim8867
LatencyRemix Posted June 27, 2025 Posted June 27, 2025 Taking from some Skyrim mods, Milk Addict particular. When boobs were to full of milk it would rip armours. I noticed that when the bimbo levels up they auto increase, could be a nice idea to have. I think the ripping sounds and voices are ok to use if given credit too 1
MSM_Alice Posted June 27, 2025 Author Posted June 27, 2025 (edited) 3 hours ago, tim8867 said: Hello, I have a problem displaying some dialogs. I've installed Extended Dialogue Interface, but it doesn't work. Do you have a solution? PS : My resolution is 3840X1080. Hello In the prerequisites mods list on the first page, there is a mod called "confirm boxes" that you did not install. The reason that mod is listed as a prerequisite (and not as an optional/soft requirement), is specifically for these detailed reports, so they can fit on screen. Maybe I should change the word prerequisite, and say more clearly that *you must install these*. If you install that mod, even on default, things should fit. You can then tweak even further (change font and font size, reduce the text size even more if you want to, all optional). Edited June 27, 2025 by MSM_Alice
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