dannzzy Posted July 15, 2025 Posted July 15, 2025 18 minutes ago, MSM_Alice said: I've tested 0.7553 a bunch, both on OG and NG. No weirdness. I think it is good enough to go on the main page 0.7553 Mid-playthrough install should be okay. Fixed the treatment for an edge case for problematic AAF start, which, in certain circumstances and combined with certain other mods, was creating its own edge case. could have been causing all AAF animations to be auto-cancelled shortly after starting. It should be addressed now. Put a bunch more log traces that can be activated to detect various edge cases around SexFfight activation/deactivation. Auto exit Sexfight when all NPCs are cooked option works just a bit differently. 0 is still off. At 1, it still autoexits when all NPCs have had a para/frenzy tier orgasm, and 2 still exits when all have had a death tier orgasm. However, now, if it is set on two if the player is a bimbo of level 0 or 1 (a bimbo which does not have access to kill by orgasm yet), then the autocooker, even if set on 2, will auto exit on the lower tier orgasms, (just as if it were set on 1). Then, after you level up to level 2+, it works on death tier orgasm only. Various other small fixes and optimisations after testing this new update i cannot recreate the false start auto ending the scenes on any of the setting (0,1 or 2) so whatever you did must have fixed the issue Thanks so much! keep up the great work 😃
MSM_Alice Posted July 15, 2025 Author Posted July 15, 2025 (edited) 36 minutes ago, dannzzy said: after testing this new update i cannot recreate the false start auto ending the scenes on any of the setting (0,1 or 2) so whatever you did must have fixed the issue Thanks so much! keep up the great work 😃 Thank you for confirming., Best to leave that setting on "2" (its new default value). Put it on 1 or 0 only if you need to debug/test other things. Thank you for the context and the papyrus log; otherwise, I might have chased my tail a lot longer trying to figure out exactly what the problem was. I still couldn't reproduce the bug itself on my machine (neither NG nor OG), but I had a better idea on theoretically how it could happen, so I rewrote how I was treating that edge case. I also went to the AAF Discord, dagoba_king was kind and clarified what might be the case when the OnAnimationStart and OnAnimationStop events can come in the reverse order. Edited July 15, 2025 by MSM_Alice
Mimirue17 Posted July 15, 2025 Posted July 15, 2025 32 minutes ago, MSM_Alice said: Thank you for confirming., Best to leave that setting on "2" (its new default value). Put it on 1 or 0 only if you need to debug/test other things. Thank you for the context and the papyrus log; otherwise, I might have chased my tail a lot longer trying to figure out exactly what the problem was. I still couldn't reproduce the bug itself on my machine (neither NG nor OG), but I had a better idea on theoretically how it could happen, so I rewrote how I was treating that edge case. I also went to the AAF Discord, dagoba_king was kind and clarified what might be the case when the OnAnimationStart and OnAnimationStop events can come in the reverse order. I believe it was something in 7550. I had just done the start again and went to concord - had sexfight scenes with 4 raiders outside and they went fine. killed the first 3 inside (the troublesome ones) had sexfight with the next groups of 2 each (I ran out of ammo so used my other weapons :P) and everything was fine - talked to Preston yada yada, grabbed power armor started next stage jumped down (got out of power armor as who need this thing anyways right-always take fusion core out though!) and started sexfight with the 6 raiders on ground - 1st one went fine, the 2nd one the actors were reversed and the male was stuck in that animation when tried to switch to correct orientation - sexfight was broken for that fight as it never activated. Every scene afterwards was auto ended as described above. Grabbed the power armor and killed the raiders - who were just standing there not doing anything until I attacked them. The game froze when attacking the next set of raiders (so no crash log....) and forced a hard reboot of machine. Very odd behavior. Trying the latest version and will try that same sequence again.
MSM_Alice Posted July 15, 2025 Author Posted July 15, 2025 (edited) 2 hours ago, Mimirue17 said: I believe it was something in 7550. I had just done the start again and went to concord - had sexfight scenes with 4 raiders outside and they went fine. killed the first 3 inside (the troublesome ones) had sexfight with the next groups of 2 each (I ran out of ammo so used my other weapons :P) and everything was fine - talked to Preston yada yada, grabbed power armor started next stage jumped down (got out of power armor as who need this thing anyways right-always take fusion core out though!) and started sexfight with the 6 raiders on ground - 1st one went fine, the 2nd one the actors were reversed and the male was stuck in that animation when tried to switch to correct orientation - sexfight was broken for that fight as it never activated. Every scene afterwards was auto ended as described above. Grabbed the power armor and killed the raiders - who were just standing there not doing anything until I attacked them. The game froze when attacking the next set of raiders (so no crash log....) and forced a hard reboot of machine. Very odd behavior. Trying the latest version and will try that same sequence again. Great. Please let me know if you have any more insights. Specifically what operation do you mean by "tried to switch to correct orientation", what is that operation ? I am building a version with the new music, and if anything I can squeeze some extra script tweaks in there too. Hard crashes/Machine reboots are usually the privilege of mods that use actual windows binaries/DLLS as compiled F4SE plugins, much less so mere papyrus scripts. Should be almost impossible to force a reboot from a papyrus script (unless some critical bug in the Fallout4 engine) Edited July 15, 2025 by MSM_Alice
MSM_Alice Posted July 15, 2025 Author Posted July 15, 2025 0.7560 - should be okay to update mid-playthrough. Balanced Music pools. Adjusted Marina's dialogue so she better explains the optimal way to interact with Codsworth for craving management. Added 31 new tracks (remember to download and replace your music zip file, with the latest one with 151 tracks)
Mimirue17 Posted July 15, 2025 Posted July 15, 2025 1 hour ago, MSM_Alice said: Great. Please let me know if you have any more insights. Specifically what operation do you mean by "tried to switch to correct orientation", what is that operation ? I am building a version with the new music, and if anything I can squeeze some extra script tweaks in there too. Hard crashes/Machine reboots are usually the privilege of mods that use actual windows binaries/DLLS as compiled F4SE plugins, much less so mere papyrus scripts. Should be almost impossible to force a reboot from a papyrus script (unless some critical bug in the Fallout4 engine) changing animations through AAF console - page up/down. I have noticed a few times where the animations have put the character in the wrong role for scenes created by violate. Two scenes in particalar come to mind - the one where the both are standing with the dominate role holding on to wrist (staged aggressive missionary I think) and one of the new ones by Rhozima where they all stand around and eventually go at it one at a time till all done then its a gangbang - has like 20 stages. Character is always in the wrong role if called by Violate
Mimirue17 Posted July 15, 2025 Posted July 15, 2025 1 hour ago, MSM_Alice said: Great. Please let me know if you have any more insights. Specifically what operation do you mean by "tried to switch to correct orientation", what is that operation ? I am building a version with the new music, and if anything I can squeeze some extra script tweaks in there too. Hard crashes/Machine reboots are usually the privilege of mods that use actual windows binaries/DLLS as compiled F4SE plugins, much less so mere papyrus scripts. Should be almost impossible to force a reboot from a papyrus script (unless some critical bug in the Fallout4 engine) 7533 seems to work fine. Tested on same save from the episode I detailed. Used sexfight for same encounters, all worked without a hitch (though this time they were higher level I guess as they caused me to turn on all the AP gain options which did not happen the previous run which was literally identical circumstances) to really test it went on a bender and moved around a few zones with coc commands and tried it on mirelurks, dogs, ghouls, entire bandits camps - avoided Super Mutants as they way to high to handle. Never had an issue with sexfight not worked. used as an upgrade in game though will probably start a new game with the one you just posted just to be safe.
MSM_Alice Posted July 16, 2025 Author Posted July 16, 2025 (edited) 6 hours ago, Mimirue17 said: 7533 seems to work fine. Tested on same save from the episode I detailed. Used sexfight for same encounters, all worked without a hitch (though this time they were higher level I guess as they caused me to turn on all the AP gain options which did not happen the previous run which was literally identical circumstances) to really test it went on a bender and moved around a few zones with coc commands and tried it on mirelurks, dogs, ghouls, entire bandits camps - avoided Super Mutants as they way to high to handle. Never had an issue with sexfight not worked. used as an upgrade in game though will probably start a new game with the one you just posted just to be safe. Thank you for confirming, so happy to hear that. Will post there what I was doing before and what I am doing now, just in case if of interest to you or any other mod makers that might come across this and want to do things in parallel with AAF scenes, and want to avoid my mistakes and the obstacles that I bumped my head on. In general I try to design the architecture of the scripts/mod to only do thing when needed, based on events that fire, to keep the script load as low as possible, and any constant/periodic scanning and monitoring of stuff is kept to a minimum. I will simplify, the crux of it is: In the past implementation was looking at OnAnimationStart and OnAnimationStop events from AAF , and I had a local boolean flag so that -> OnAnimationStart fires-> I check if this is this a valid AAF animation that the player participates in -> I set my boolean flag to TRUE that the player is in a sex animation, and spin everything up. Then my mod local script checks that local Boolean flag whenever it wonders if it should keep doing do minigame stuff, or not -> OnAnimationStop fires -> I check if this is this a valid AAF animation that the player participates in -> I set my Boolean Flag to FALSE, and I spin everything down. so, I know the player is no longer in a sex animation, and all the MSMA processes related to sex minigame, separate NPC arousal and such are spinning down, (and MSMA processes that happen only outside of AAF Anims, may now resume). Seems okay UNLESS, the sequence that the two events fire in goes out of whack, and they start coming in out of order, and I get two stops coming one after another without a start ever happening in between them (a logically impossible case one would assume, but not really. It could be faulty animation data or other things at play). Probably that Start of an animation will come at some point, but it will come AFTER the stop, so my Boolean flag instead of going False->True->False->True->False, as it would be correct, now goes False->True->False->False->True, and remains set to true in the end, and sexfight processes keep happening outside of the animation, even though the animation is actually over. If you remember that was a thing that was happening in the early days of the mod. So then I code in a contingency to account for that possibility, if there are two stops coming in one other another, and not a clean start-stop-start-stop alternation, then the next start that comes in, is consider a pre-invalidated start, in the sense of "Oh yeah, I already received the stop sign for you, just that it came in a bit earlier, before you started". It should all be good and robust now? Yes in theory (all was working well on my machine and so did for many others) , not in reality (bugs kept happening here and there for some, assumed it was occurring based on that the total scrip load on their machines, a different mod loadout, how clean their AAF animation data loadout was, and how fast were the scripts running, or an unforeseen race condition in my scripts). Probably something else slipped by so maybe this architecture/concept needs to be scrapped and re-written to be more foolproof for a multithreaded environment, with varied amounts script load. Now I no longer "pre-invalidate" a qualifying start event but rather do the following three things: 1. I check much more closely that are "qualifying animations" when the stop/start events come in, and make sure to discard what might have misfired quite early on (based on AAF error codes, that I now collect/inspect separately both on Animation start events AND on animation stop events) 2. I have acquiesced that the Sex minigame and NPC arousal spin up and spin down processes themselves are not quick enough to be considered "instantaneous", and they too have their own duration, so I now have internal bespoke flags for them too, so I may know if one of them started, and is ongoing, just not yet completed, or if they are dormant. If I receive an animation stop event, for the animation with the player in it, and my "is the player in a sex animation" flag is false. that state of things tells that something is off, because the player is not currently flagged as having been in a sex animation in the first place, (two stops in a row, without a start in between them case). I detect that but I no longer pre-invalidate the next start and call it done. Instead I put that Sex minigame spin down process on a pause, and query the Spin-up process and ask it "hey spin-up process, have you begun too? Are you started just not finished yet, should I just wait for you a bit to be done?" and if the answer is " yes" then the spin down will just wait for the spin up process to finish, before unpausing itself and doing the spin down. If the answer is " heck no , I , the spin up process haven't started yet, no one told me I should have", then I don' t do thing extra .... I know that a false start will occur later, but I let the new alternate exit for ALL false starts take care of it. 3. New alternate exit for ALL false starts:. During the sex minigame, arousal updates for NPC's happen on a ~5 second clock cadence. Sexfight updates happen on a ~3 second clock cadence. On each arousal update for NPCs now I do an additional query related to Actors state from the AAF APIs, essentially checking if the player actor has the AAF_Busy keyword dynamically applied to it, which only Actors in an active AAF animations have. I don't *love* it, as that aproach increase the things the script does on a loop/cadence, but it is what it is. If I detect in an Arousal update cycle that that AAF_Busy keyword is not applied to the player actor, then I know (without a shadow of a doubt, even without having received a bespoke OnAnimationStop Event for the player's animation), that the player has "left the building", or maybe was not "in the building" in the first place. I know that I simply must spin down all MSMA related activities that are supposed to run during an AAF scene with the player, because the player itself for sure is not in it. I don't wait for on OnAnimationonStop event to confirm that nor do I try to figure out when that stop event was supposed to come in or how specifically is the order out of whack. Just a hard "No player?- No service." policy. Is it perfect? probably not, probably it is perfectible, especially if more edge cases appear that mess with this architecture too... But probably more resilient to oddities. As a potential architectural improvement the "no player? - no service emergency spin-down" itself should also do their own querying asking the normal spin down "hey is a regular spin-down also currently started but just not finished yet?" and if the answer is yes, then the emergency spin down can chill. But right now I don't do that additional check... So there could be two parallel exit path running at the same time. But that shouldn't be a headache, given what the spin down does. Edited July 16, 2025 by MSM_Alice
Mimirue17 Posted July 16, 2025 Posted July 16, 2025 (edited) 3 hours ago, MSM_Alice said: Thank you for confirming, so happy to hear that. Will post there what I was doing before and what I am doing now, just in case if of interest to you or any other mod makers that might come across this and want to do things in parallel with AAF scenes, and want to avoid my mistakes and the obstacles that I bumped my head on. In general I try to design the architecture of the scripts/mod to only do thing when needed, based on events that fire, to keep the script load as low as possible, and any constant/periodic scanning and monitoring of stuff is kept to a minimum. I will simplify, the crux of it is: In the past implementation was looking at OnAnimationStart and OnAnimationStop events from AAF , and I had a local boolean flag so that -> OnAnimationStart fires-> I check if this is this a valid AAF animation that the player participates in -> I set my boolean flag to TRUE that the player is in a sex animation, and spin everything up. Then my mod local script checks that local Boolean flag whenever it wonders if it should keep doing do minigame stuff, or not -> OnAnimationStop fires -> I check if this is this a valid AAF animation that the player participates in -> I set my Boolean Flag to FALSE, and I spin everything down. so, I know the player is no longer in a sex animation, and all the MSMA processes related to sex minigame, separate NPC arousal and such are spinning down, (and MSMA processes that happen only outside of AAF Anims, may now resume). Seems okay UNLESS, the sequence that the two events fire in goes out of whack, and they start coming in out of order, and I get two stops coming one after another without a start ever happening in between them (a logically impossible case one would assume, but not really. It could be faulty animation data or other things at play). Probably that Start of an animation will come at some point, but it will come AFTER the stop, so my Boolean flag instead of going False->True->False->True->False, as it would be correct, now goes False->True->False->False->True, and remains set to true in the end, and sexfight processes keep happening outside of the animation, even though the animation is actually over. If you remember that was a thing that was happening in the early days of the mod. So then I code in a contingency to account for that possibility, if there are two stops coming in one other another, and not a clean start-stop-start-stop alternation, then the next start that comes in, is consider a pre-invalidated start, in the sense of "Oh yeah, I already received the stop sign for you, just that it came in a bit earlier, before you started". It should all be good and robust now? Yes in theory (all was working well on my machine and so did for many others) , not in reality (bugs kept happening here and there for some, assumed it was occurring based on that the total scrip load on their machines, a different mod loadout, how clean their AAF animation data loadout was, and how fast were the scripts running, or an unforeseen race condition in my scripts). Probably something else slipped by so maybe this architecture/concept needs to be scrapped and re-written to be more foolproof for a multithreaded environment, with varied amounts script load. Now I no longer "pre-invalidate" a qualifying start event but rather do the following three things: 1. I check much more closely that are "qualifying animations" when the stop/start events come in, and make sure to discard what might have misfired quite early on (based on AAF error codes, that I now collect/inspect separately both on Animation start events AND on animation stop events) 2. I have acquiesced that the Sex minigame and NPC arousal spin up and spin down processes themselves are not quick enough to be considered "instantaneous", and they too have their own duration, so I now have internal bespoke flags for them too, so I may know if one of them started, and is ongoing, just not yet completed, or if they are dormant. If I receive an animation stop event, for the animation with the player in it, and my "is the player in a sex animation" flag is false. that state of things tells that something is off, because the player is not currently flagged as having been in a sex animation in the first place, (two stops in a row, without a start in between them case). I detect that but I no longer pre-invalidate the next start and call it done. Instead I put that Sex minigame spin down process on a pause, and query the Spin-up process and ask it "hey spin-up process, have you begun too? Are you started just not finished yet, should I just wait for you a bit to be done?" and if the answer is " yes" then the spin down will just wait for the spin up process to finish, before unpausing itself and doing the spin down. If the answer is " heck no , I , the spin up process haven't started yet, no one told me I should have", then I don' t do thing extra .... I know that a false start will occur later, but I let the new alternate exit for ALL false starts take care of it. 3. New alternate exit for ALL false starts:. During the sex minigame, arousal updates for NPC's happen on a ~5 second clock cadence. Sexfight updates happen on a ~3 second clock cadence. On each arousal update for NPCs now I do an additional query related to Actors state from the AAF APIs, essentially checking if the player actor has the AAF_Busy keyword dynamically applied to it, which only Actors in an active AAF animations have. I don't *love* it, as that aproach increase the things the script does on a loop/cadence, but it is what it is. If I detect in an Arousal update cycle that that AAF_Busy keyword is not applied to the player actor, then I know (without a shadow of a doubt, even without having received a bespoke OnAnimationStop Event for the player's animation), that the player has "left the building", or maybe was not "in the building" in the first place. I know that I simply must spin down all MSMA related activities that are supposed to run during an AAF scene with the player, because the player itself for sure is not in it. I don't wait for on OnAnimationonStop event to confirm that nor do I try to figure out when that stop event was supposed to come in or how specifically is the order out of whack. Just a hard "No player?- No service." policy. Is it perfect? probably not, probably it is perfectible, especially if more edge cases appear that mess with this architecture too... But probably more resilient to oddities. As a potential architectural improvement the "no player? - no service emergency spin-down" itself should also do their own querying asking the normal spin down "hey is a regular spin-down also currently started but just not finished yet?" and if the answer is yes, then the emergency spin down can chill. But right now I don't do that additional check... So there could be two parallel exit path running at the same time. But that shouldn't be a headache, given what the spin down does. not sure if this corresponds to what you are doing here, but just had a sexfight with Simone and Wolfgang (was using just business and had them both marked), Simone went first and sexfight went fine - however it finished and did not get the pop-up that sexfight was ending the scene (have the debug set to 2 for pop-ups I believe) so player got stuck with an unjoining result in AAF. The player could talk to the everyone but was in a surrender state - which means the character is in both states at the same time....Judy is in surrender state yet will complete the quest and sell to you, but stuck there. I will likely have to go back to previous save (stupid me forgot to save my work so will lose an hour) as I can not remove this state from myself or from the NPC's. edit: this was on 7533 as I forgot to install the new one and music files.... Edited July 16, 2025 by Mimirue17
MSM_Alice Posted July 16, 2025 Author Posted July 16, 2025 (edited) 3 hours ago, Mimirue17 said: not sure if this corresponds to what you are doing here, but just had a sexfight with Simone and Wolfgang (was using just business and had them both marked), Simone went first and sexfight went fine - however it finished and did not get the pop-up that sexfight was ending the scene (have the debug set to 2 for pop-ups I believe) so player got stuck with an unjoining result in AAF. The player could talk to the everyone but was in a surrender state - which means the character is in both states at the same time....Judy is in surrender state yet will complete the quest and sell to you, but stuck there. I will likely have to go back to previous save (stupid me forgot to save my work so will lose an hour) as I can not remove this state from myself or from the NPC's. edit: this was on 7533 as I forgot to install the new one and music files.... If there is any way to get me the papyrus log from that session, we might know more about what happened. For the debug option with the on screen popups that you had on: is an important note/ piece of info that no "AAF scene interrupted" popup appeared, but at the same time, maybe there was no early stop for that scene, no interruption. If the scene is allowed to run its entire course, then no pop-up will be shown when it ends. Also I haven't researched what precisely happens if the user goes in mid-way and just changes the current AAF animation in the AAF UI. Maybe that's the wildcard here. Maybe i need to monitor for that and run some custom code when that happens. I do not ( knowingly) prevent violate to outcome, on a fast SF exit in any way. But maybe it can happen in a way that I do not understand. Did you have the HUD on, were there any notifications? In General is up to Violate to decide to block or unblock the player, to end its own surrender state, eventually and do these things. I do not edit any scripts from other mods, and MSMA does not intervene in any dialogue between AAF and Violate. Most of the integration work of MSMA and Violate was about 1. MSMA knowing how many rounds are until the end, and 2. MSMA is not doing anything nasty to the NPCs (paralyze frenzy or death) until Violate goes through all its scenes and reaches the end. 3. Suppressing the punishments for the Player at the end of violate, if all (or most) assaulters in that sequence were incapacitated (but does so pretty safely by editing the punish-related Violate MCM options, and then restoring them after, no direct/hard meddling in Violate scripts). The new one just has the new music, nothing in change in the SF exit logic. Edited July 16, 2025 by MSM_Alice
Mimirue17 Posted July 16, 2025 Posted July 16, 2025 2 hours ago, MSM_Alice said: If there is any way to get me the papyrus log from that session, we might know more about what happened. For the debug option with the on screen popups that you had on: is an important note/ piece of info that no "AAF scene interrupted" popup appeared, but at the same time, maybe there was no early stop for that scene, no interruption. If the scene is allowed to run its entire course, then no pop-up will be shown when it ends. Also I haven't researched what precisely happens if the user goes in mid-way and just changes the current AAF animation in the AAF UI. Maybe that's the wildcard here. Maybe i need to monitor for that and run some custom code when that happens. I do not ( knowingly) prevent violate to outcome, on a fast SF exit in any way. But maybe it can happen in a way that I do not understand. Did you have the HUD on, were there any notifications? In General is up to Violate to decide to block or unblock the player, to end its own surrender state, eventually and do these things. I do not edit any scripts from other mods, and MSMA does not intervene in any dialogue between AAF and Violate. Most of the integration work of MSMA and Violate was about 1. MSMA knowing how many rounds are until the end, and 2. MSMA is not doing anything nasty to the NPCs (paralyze frenzy or death) until Violate goes through all its scenes and reaches the end. 3. Suppressing the punishments for the Player at the end of violate, if all (or most) assaulters in that sequence were incapacitated (but does so pretty safely by editing the punish-related Violate MCM options, and then restoring them after, no direct/hard meddling in Violate scripts). The new one just has the new music, nothing in change in the SF exit logic. I had general papryrus logging on - the sexfight was around 1:37 as I saw actor Simone around that time. If you want one of F4SE logs as well let me know (there was no crash so no crash log was created) Papyrus.0.log
MSM_Alice Posted July 16, 2025 Author Posted July 16, 2025 (edited) 4 hours ago, Mimirue17 said: I had general papryrus logging on - the sexfight was around 1:37 as I saw actor Simone around that time. If you want one of F4SE logs as well let me know (there was no crash so no crash log was created) Papyrus.0.logFetching info... I did take a look, aside a lot of non critical errors related to missing assets ( like sounds and art assets) from other mods, I didn't see anything that would indicate MSMA would do anything to stall the player. I did see the normal end from the animation with Simone, no issue there. It did strike me as off as none of the accessories borrowed from NR didn't seem to initialize ( normal if you didn' t have nr, but not normal if you do have NR) . Do you have NR installed? (this latest version) if so I might have to test with it too.| I did see a lot of error about not activating the bimbo animation from NR, my bad there, I had forgotten to initialize a keyword on mid playthrough upgrades (not a problem on new playthroughs, but I didn't do everything needed for a correct mid-playthrough update) Corrected now 7570. Was this a one-off thing, or is it something that happened more than once? At any rate try this one, will force re-initialize everything. But maybe a new game is better, to have a cleaner papyrus log. Edit: I've actually put it on the main page. New game is best. MSMA_v0_7570.zip Edited July 16, 2025 by MSM_Alice
Mimirue17 Posted July 16, 2025 Posted July 16, 2025 46 minutes ago, MSM_Alice said: I did take a look, aside a lot of non critical errors related to missing assets ( like sounds and art assets) from other mods, I didn't see anything that would indicate MSMA would do anything to stall the player. I did see the normal end from the animation with Simone, so issue there. It did strike me as off as none of the accessories borrowed from NR didn't seem to initialize ( normal if you didn' t have nr, but not normal if you do have NR) . Do you have NR installed? (this latest version) if so I might have to test with it too.| I did see a lot of error about not activating the bimbo animation from NR, my bad there, I had forgotten to initialize a keyword on mid playthrough upgrades (not a problem on new playthroughs, but I didn't do everything needed for a correct mid-playthrough update) Corrected now 7570. Was this a one-off thing, or is it something that happened more than once? At any rate try this one, will force re-initialize everything. But maybe a new game is better, to have a cleaner papyrus log. MSMA_v0_7570.zipUnavailable I do not have NR installed in an effort to keep things cleaner on start up and still want to get to NW but have not made it far enough into a play through to get there! so frustrating....I might just console my level one of these days to start it up. And it was a one off as far as I can tell, but it broke that save I think so figured I would let you know....turning autosaves back on....my game is like 90% crash proof but AAF scenes still have a chance to not fire correctly (tack on Violate, JB and other mods) that while not crashing cause issues.
MSM_Alice Posted July 16, 2025 Author Posted July 16, 2025 5 minutes ago, Mimirue17 said: I do not have NR installed in an effort to keep things cleaner on start up and still want to get to NW but have not made it far enough into a play through to get there! so frustrating....I might just console my level one of these days to start it up. And it was a one off as far as I can tell, but it broke that save I think so figured I would let you know....turning autosaves back on....my game is like 90% crash proof but AAF scenes still have a chance to not fire correctly (tack on Violate, JB and other mods) that while not crashing cause issues. Thank you. In this case the uninitialized accessories arrays warnings in the log are normal.
MSM_Alice Posted July 16, 2025 Author Posted July 16, 2025 (edited) 3 hours ago, Mimirue17 said: I do not have NR installed in an effort to keep things cleaner on start up and still want to get to NW but have not made it far enough into a play through to get there! so frustrating....I might just console my level one of these days to start it up. And it was a one off as far as I can tell, but it broke that save I think so figured I would let you know....turning autosaves back on....my game is like 90% crash proof but AAF scenes still have a chance to not fire correctly (tack on Violate, JB and other mods) that while not crashing cause issues. I also noticed you probably do not have the sound pack installed, from the prerequisites: Your sexfight with humans and super-mutants is probably quite silent, moaning-wise. Is that intentional, was there a problem with it? Edited July 16, 2025 by MSM_Alice
Mimirue17 Posted July 16, 2025 Posted July 16, 2025 3 hours ago, MSM_Alice said: I also noticed you probably do not have the sound pack installed, from the prerequisites: Your sexfight with humans and super-mutants is probably quite silent, moaning-wise. Is that intentional, was there a problem with it?
Leowulf Posted July 16, 2025 Posted July 16, 2025 (edited) Bug still present in 7560 (haven't tried 7570 yet): K-Girl outfits not properly detected, and TRS is detected as itself and as K-Girl. Basically, you have TRS updating the K-Girl mod validation check in MCM. Steps to reproduce (1): Install K-Girl outfits, but do not install TRS. Neither K-Girl nor TRS will show as validated in the MCM. Steps to reproduce (2): Install TRS, but do not install K-Girl outfits. Both K-Girl and TRS will show as validated in the MCM. Bug, Performance: You may be running updates in your mod scripts too frequently. Running with ~400 total mods including this one, my game crashes every 3-5 minutes. My save file from yesterday won't even load now, but it does load if I disable this mod. From what I have heard, the papyrus engine is fragile, and demanding too much of it can easily cause crashes. You might consider slowing down update intervals to every X game hours or add a configuration slider in MCM to let the player tune the update interval in game hours to between 1 and 24. Edited July 16, 2025 by Leowulf
LilithGalac Posted July 17, 2025 Posted July 17, 2025 Just got a decent amount of playtime with this and I am O B S E S S E D ! : D this mod is fucking excellent, it makes me so fucking happy to see a really solid bimbofication mod for Fallout 4 and god I LOVE this, I cannot wait for more!! Excellent work, I think I'm gonna be putting a shitload of time into Fallout 4 again for a while 👀 1
MSM_Alice Posted July 17, 2025 Author Posted July 17, 2025 (edited) 12 hours ago, Mimirue17 said: Reveal hidden contents Hmmm.... Gray's sound pack would not appear in a mod list and it does not have an ESP, that pack is just some sounds files that need to be in the build data. Or was this screenshot a subtle nudge me to not require that sound pack, and move over and use Custom Moans mod instead? (as that's a different mod) Anyway I did look closer and found a one sound I had missed, there was an un-inialized sound for humans. see below for a new version with the fix It probably was okay on your side. Edited July 17, 2025 by MSM_Alice
MSM_Alice Posted July 17, 2025 Author Posted July 17, 2025 (edited) 7 hours ago, Leowulf said: Bug still present in 7560 (haven't tried 7570 yet): K-Girl outfits not properly detected, and TRS is detected as itself and as K-Girl. Basically, you have TRS updating the K-Girl mod validation check in MCM. Steps to reproduce (1): Install K-Girl outfits, but do not install TRS. Neither K-Girl nor TRS will show as validated in the MCM. Steps to reproduce (2): Install TRS, but do not install K-Girl outfits. Both K-Girl and TRS will show as validated in the MCM. Bug, Performance: You may be running updates in your mod scripts too frequently. Running with ~400 total mods including this one, my game crashes every 3-5 minutes. My save file from yesterday won't even load now, but it does load if I disable this mod. From what I have heard, the papyrus engine is fragile, and demanding too much of it can easily cause crashes. You might consider slowing down update intervals to every X game hours or add a configuration slider in MCM to let the player tune the update interval in game hours to between 1 and 24. Hello! Thank you so much for testing and for the feedback! Much appreciated! A key way to fix things is via playtesting and reporting issues! If you can please get me some buffout4 crash log and/or papyrus logs from the problematic sessions. Logs remove a lot of the guesswork as of what the root cause of any instability is. I did play recent version of the mod from start until building the insitute teleporter with no crashes, so probably there is some interplay that triggers instability on your load-out, would love to learn what that is and address it. The TRS /K_Girl bug was trivial fix , and a silly cause when I edited the config .json for the MCM I accidentally left both those UI items pointing to the same mod Global Variable, instead of each using their own. Will be fixed in the next release. If you want to manually edit it right now, just edit your MCM\Config\MSMA_Sexual_Journey\config.json ,find this section in the image below and make sure Kgirl says A3D3, and not A3D2 like it was before. Several aspects of note. I am always happy about playtesting and feedback. If I ask things or question things is just me talking out loud in the process of investigating what happens and reaching a conclusion, it is in no way shape or form a dissatisfaction with what is being said. I am a fairly noob moder (started fallout modding only 8 months ago), so for sure I will make some silly mistakes, but managing script load was not ignored the mod is pre 1.0 version (still an in development version, parts of it are indeed still a "construction site") While I do have some loops running, I am always open too optimize more, but rest assured, I do not run OnUpdate loops or anything crazy like that. After I solve the current main challenge, the mystery of the Creation Kit altered vanilla NPC records (which caused the need to do some direct xEdit interventions in the mod's ESP, or risk having the vanilla quests of the main game break down ( I actually suspect that this issue, and not general Payrus load, might be the actual cause for any recent instability that you might be experiencing on account of MSMA), and that I am inquiring about here , and here , after that concludes, I'll see about also profiling papyrus load once again too. Until I feel that records aspect is sorted out correctly and completely, I'll pause any next steps plan of adding more Mod specific NPCs (or even new systems in) I don't have tight loops in papyrus script though, Only in in sexfight I have a 3 second cadence ( for sex challenges) and a 5 second cadence ( for arousal updates), as timing is sensitive there, but outside of sexfight , there some 10 second loop for intrusive throughs message notifications and the big loop for bimbo CVT updates runs every 27-ish seconds or so. Making it configurable does change the gameplay, and created the need of more complex equations running in that segment to account for the potential variable time between updates, not sure if it is a net benefit , but I will think about it. during development I do allow papyrus to compile all scripts in "debug" mode ( assuming papyrus logs have more info this way than if I would compile them for "release" but also run a bit slower) . Around reaching version 1.0 official releases will get more spaced apart ( several months apart) and script in them will not be compiled for " debug" anymore, but for "release". And last (and probably most important) each time I receive papyrus logs and Buffout4 logs from people experiencing issues or crashes that are attributed to MSMA, those logs help me see what the cause it and address it without a lot of guesswork. Each single time I get a set of those logs I get several " aha " moments when I realize how my mod behaves on different loadouts than my own, It would be great if you could get me a few papyrus session logs from your play sessions, and buffout4 crash logs, if there were crashes That being said, I did have a questionable frequency when applying the NukaRide bimbo Anims, that I have tempered down in 7570 (and maybe will refactor later entirely) - might have been a source of instability maybe? You can test by turning that feature OFF in the MCM. I did have some uninitialized keywords recently happening if doing a mid-playthrough upgrade (not happening on a new game), because of that, the papyrus log will get filled with traces caused by those uninitialized items. Should be much improved in 7570. There are plenty of performance optimizations to do, when 1.0 approaches and the performance optimizations day comes.: There are more debug ifs and more log traces in now, much more that the final release needs to have There are a fair amount of mod script crosstalk situations that cold perhaps be reduced (functions calls from one script to the other) in general accessing the objects of other scripts is slower than accessing local variable data, (maybe I could do more local variable caching of those assets). Ther will be more papyrus memory allocated/used, but maybe the scripts will run faster? Thank you again for the feedback, and looking forward to the papyrus logs and Buffout4 crash logs. Edited July 17, 2025 by MSM_Alice
MSM_Alice Posted July 17, 2025 Author Posted July 17, 2025 (edited) 2 hours ago, LilithGalac said: Just got a decent amount of playtime with this and I am O B S E S S E D ! : D this mod is fucking excellent, it makes me so fucking happy to see a really solid bimbofication mod for Fallout 4 and god I LOVE this, I cannot wait for more!! Excellent work, I think I'm gonna be putting a shitload of time into Fallout 4 again for a while 👀 Thank you so much! In all fairness, there is not THAT much custom content yet (aside the music ) , but there are systems that work procedurally with other systems, typically found sexualized Fallout4 playthroughs, to generate some emergent gameplay. I do have BIG plans to add its own bespoke story progression though. Let me know if you run into any stability or save-bloat problems. I am in the middle of figuring out a pretty important issue/bug with the Creation kit vanilla NPC records, that started manifesting a few version back when I started to add NPCs that are custom to this mod's story in vanilla locations, so currently that might need sorting out, giving me headaches and anxiety. I would hate for that to create instability for people who just want to try the mod. Edited July 17, 2025 by MSM_Alice
MSM_Alice Posted July 17, 2025 Author Posted July 17, 2025 (edited) If anyone is experiencing any instability, not just @Leowulf , please make a test with this one (I just pruned again some navmesh echo records in the esp., that the CK for some reason generated for areas that my mod never touches). NPC pathing and problematic naveshes can actually be a source of instability. New game is unfortunately a must on this one (because of the deep clean). @Mimirue17 This also fixes that un-intialized sound bug, it was on me, you probably did have the sounds installed. PS: the K-Girl mod validation issue should also be sorted out in this one. MSMA_v0_7580.zip Edited July 17, 2025 by MSM_Alice
Mimirue17 Posted July 17, 2025 Posted July 17, 2025 2 hours ago, MSM_Alice said: Hmmm.... Gray's sound pack would not appear in a mod list and it does not have an ESP, that pack is just some sounds files that need to be in the build data. Or was this screenshot a subtle nudge me to not require that sound pack, and move over and use Custom Moans mod instead? (as that's a different mod) no, are they not both supposed to be used? I was just following the 'manual' and one of the animation packs mentioned them as well though I forgot which one. I apparently have them in the wrong load order though based on what is showing on the main page I have just never had any issues with it so have not touched the AAF part of installs for awhile now. Though I am checking withe Lee3310 on the load order of SAM along with his rescaling mod, as in that log SAM changed the scaling of his mod almost every time.
Onedrift Posted July 17, 2025 Posted July 17, 2025 2 hours ago, MSM_Alice said: I am in the middle of figuring out a pretty important issue/bug with the Creation kit vanilla NPC records, that started manifesting a few version back when I started to add NPCs that are custom to this mod's story in vanilla locations, so currently that might need sorting out, giving me headaches and anxiety. I would hate for that to create instability for people who just want to try the mod. Keep up the great work, creative processes like this, especially where you're digging into the guts of someone else's project, are going to have setbacks. Be like Bob Ross and realize that they're just happy trees/happy accidents. Even if you make a mistake, it can teach you something going forward. Even if it breaks, it never breaks permanently. Folks who play with modded games should realize this and should save often just in case. And if someone DOES come after you, that's more on them than you. The folks who experience errors with your mod (that I've seen) have been polite and helpful even. So please, please keep up the great work and don't let anyone else's issues stop you from making this amazing experience. 1
Mimirue17 Posted July 17, 2025 Posted July 17, 2025 (edited) 1 hour ago, MSM_Alice said: If anyone is experiencing any instability, not just @Leowulf , please make a test with this one (I just pruned again some navmesh echo records in the esp., that the CK for some reason generated for areas that my mod never touches). NPC pathing and problematic naveshes can actually be a source of instability. @Mimirue17 This also fixes that un-intialized sound bug, it was on me, you probably did have the sounds installed. PS: the K-Girl mod validation issue should also be sorted out in this one. MSMA_v0_7580.zip 786.98 kB · 1 download I had just started a new game with save after speaking with Marina and upgraded to this version (actually two upgrades as did the the one for leowulf before this) and crashed on entering sanctuary (may or may not be this mod as load order is seriously picky in the load order of that clean settlement mod pack I use) but figured I would share it with you as info you can look at and discard if not useful Will start a new game again (I need to learn how to make a preset that I can save as a mod as fixing all the ugly ones that come with the game which I can do it in my sleep now still takes a few minutes) here are the papyrus and crashlogs if they are of any use (like 5 minutes of gameplay) edit: its seems to have made my desktop unstable requiring a reboot so might be a video driver crash or something similiar. Papyrus.0.log crash-2025-07-17-09-11-26.log Buffout4.log Edited July 17, 2025 by Mimirue17 1
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