Jump to content

Recommended Posts

Posted (edited)
2 hours ago, Mimirue17 said:

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

 

 

  Hide contents

 

 


image.png.29e7e795a05c322f04d8cef02e2f4515.png
 

 

 

 

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.


It should all be good now, it was on me. 0.7581 addresses some of Scripted face tints interaction (only for those who have NR and use Runny mascara option).
It is great when people send in papyrus logs , I find so many tiny things to optimize or fix. 

7580 and 7581  7582 are " mandatory new game" if you started your game pre 0.7580,  as went and did another pruning /deep cleaning of random CK created records in the ESP.

 

 

 

 

MSMA_v0_7582.zip

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

 

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.


Thank you. It has been a major hedache this new issue, but I think I got it under control now with .7582 . Probably. :D 

Edited by MSM_Alice
Posted
47 minutes ago, MSM_Alice said:


It should all be good now, it was on me. 0.7581 addresses some off Scripted face tints interaction (only for those who have NR and use Runny mascara option).
It is great when people send in papyrus logs , I find so many tiny things to optimize or fix. 

7580 and 7581  7582 are " mandatory new game" if you started your game pre 0.7580,  as went and did another pruning /deep cleaning of random CK created records in the ESP.

 

 

 

 

MSMA_v0_7582.zip 787.38 kB · 0 downloads

ya clean game worked great - of course another clean game needed now :P  Will try to figure out how to save a preset as mod before that!

Posted
4 hours 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.

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.zipUnavailable

 

I tend to play bimbofication mods like this to full-bimbo and I kinda rushed through on my first playthrough so I don't mind starting over at all >:D

I think the only thing I'd request (until the actual story progression is in at least 😅) would be some way to relocate Marina to a settlement-- though I imagine the holo pad makes that unviable 😭 maybe a bespoke fast travel marker if that's possible? 

 

Either way god this mod rules, I found myself slowly bumping up the regularity of bimbo thoughts and cravings as I went which, if they're what was causing my arousal boosts, definitely hastened my character's bimbofication, but god it was so hot I barely even cared 😭😭😭 agh you're doing amazing amazing work, I could gush for hours about how much fun I expect to have with this

 

Are there any plans to add bimbofication for other characters? Settlers, named NPCs, etc? 😵 I know the framing of the bimbofication wouldn't tooootally make that make sense but the world needs a little more mass bimbofication if you ask me 🥴

Posted (edited)

Seems I spoke too soon, I had to patch it once more 
 

0.7583

  • I had left some records alone when doing the deep clean, as advised by other modders who thought those can't break anything, and assumed they are normal like that, even if duplicated. But it seemed those being present still were breaking things as when i got to Diamond city on a new test playthrough, Piper once again wasn't running her dialogue with Danny Sullivan to Enter Diamond City again.  Re applied the more extreme form of the deep cleanup, all seems to be good now. So annoyed with this CK quirk.

 

Hopefully 0.7583 is the charm.
Later Edit: - it wasn't.   0.7584 FTW.

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

 

I tend to play bimbofication mods like this to full-bimbo and I kinda rushed through on my first playthrough so I don't mind starting over at all >:D

I think the only thing I'd request (until the actual story progression is in at least 😅) would be some way to relocate Marina to a settlement-- though I imagine the holo pad makes that unviable 😭 maybe a bespoke fast travel marker if that's possible? 

 

Either way god this mod rules, I found myself slowly bumping up the regularity of bimbo thoughts and cravings as I went which, if they're what was causing my arousal boosts, definitely hastened my character's bimbofication, but god it was so hot I barely even cared 😭😭😭 agh you're doing amazing amazing work, I could gush for hours about how much fun I expect to have with this

 

Are there any plans to add bimbofication for other characters? Settlers, named NPCs, etc? 😵 I know the framing of the bimbofication wouldn't tooootally make that make sense but the world needs a little more mass bimbofication if you ask me 🥴

Thank you.
Existing vanilla NPC bimbofication is not on the immediate roadmap.
Maybe at some point after finish the story mode.

 

Marina will leave Sanctuary and move with you on Mister SJs Settlement where mister SJ has his dildo factory, and where is the "base" for this story. 
Unique Bimbo friends are planned to appear in the story though at various points. 

 

Normally her services in the prologue mode, near that truck, should be a lot less diverse, than what they are now.
One or two piercings, some level 0 or at most level 1 clothing, and, basic nails,  a few accessories. 
No surgery/rejuvenation/tattoos/fancy nails
Only on her settlement will she have her lab, where she can do everything.
But right now all is unlocked from the start. 

Same with Codsworth's craving management. The more extreme options there will only appear for more extreme level bimbos. 
Right now all is unlocked  in prelude for testing purposes.

 

Edited by MSM_Alice
Posted

Oooo! Exciting, I can't wait! :D Already got the latest version downloaded, about to dive back in now >:3c 

I won't ramble for ages about my playthrough but watching this mod slowly break down my planned character of a talented spec-ops mercenary into a bubbly bimbo is so peak 🥺

also excellent idea adding a Hypersexual Weave to things, it gives me a lot more justification to use a lot of the sexy armour mods I keep downloading but never quite feel is the right time to equip >:D

Posted
26 minutes ago, Mimirue17 said:

For those looking for a very quick and dirty preset for starting new games here is one I put together which should use pretty basic mods, LMCC with 2k Face and Azar Ponytails.   I don't think you need the retexture or color mods as they are included in LMCC (colors) but if needed here they are 

 

https://www.nexusmods.com/fallout4/mods/93394

https://www.nexusmods.com/fallout4/mods/36637

 

MSMA Pink Ponytail.7z 1.66 kB · 0 downloads

I might have to pick your brain about how to set more of those up, Marina is supposed to eventually be able to do hair management as well, via the same holo interface.

Posted
29 minutes ago, MSM_Alice said:

I might have to pick your brain about how to set more of those up, Marina is supposed to eventually be able to do hair management as well, via the same holo interface.

I was pretty shocked how easy it was to set up in MO2 - presets show up in overwrite - you create mod - go into MO2 mod files - copy it somewhere - compress it - you have a preset you can share.   You can easily make a ton of them with different hair styles/makeup in 1 session.   The hard part was finding one that did not cover the ears as I have nothing to spend my points on so I go hardcore into piercings!   I can make you a batch of like 20 or so if you like (can't say my style is the greatest :P )

Posted (edited)
42 minutes ago, Mimirue17 said:

I was pretty shocked how easy it was to set up in MO2 - presets show up in overwrite - you create mod - go into MO2 mod files - copy it somewhere - compress it - you have a preset you can share.   You can easily make a ton of them with different hair styles/makeup in 1 session.   The hard part was finding one that did not cover the ears as I have nothing to spend my points on so I go hardcore into piercings!   I can make you a batch of like 20 or so if you like (can't say my style is the greatest :P )

Thank you!

Noted on the abundance of BP.
I was actually considering increasing BP prices across the board, having BP be used as an alternative to pay for napkins, or  to spend that as fuel (instead of CVT increases), for adjusting problematic sex attributes stats, via your implant. Maybe even de-Bimbo school visits could be paid in BP.

 

I am also toying with the idea of having the number of met/unmet cravings at a given time have a bigger effect on AP regen speed. 
For instance if you have 100% craving fulfilled, you have 2X or 3X AP generation speed during SexFight.
If you have ~ <80% craving fulfilled, is like it is now.
If almost no cravings are fulfilled ( only 10 or 20% of cravings fulfilled,  then AP generation in sexfight is very much affected (half speed or less).

 

Should give an incentive to stay on top of cravings management. 

Edited by MSM_Alice
Posted (edited)

7583 is...  no bueno. I've deleted too much it seems.  Everyone was missing at the start.
Going back to 7582 and trying a more careful deletion.

Edited by MSM_Alice
Posted (edited)



image.jpeg.407749c863dda0b7b29a2123f7b47745.jpeg

It will for sure work now. 

 

It seems all NPCs are present, al position markers are there, Vanilla quests work okay and Piper is taking with Danny Sullivan at the entrance in Diamond city. 
But for sure any custom NPCs that I will place in the world in the future will have to be spawned in a custom location then moved manually ( via papyrus scripts) to wherever they need to be in the vanilla locations.  This way I avoid the CK attempting to change vanilla data in location records, when it really shouldn't.

 

MSMA_v0_7584.zip

Edited by MSM_Alice
Posted (edited)

I have put it on the main page (again) 

Let me know if you see any oddities with 0.7584 (aside that the upgrade text notification that you get if you do a mid-playthrough upgrade still says "upgrading to 0.7583" - don' t worry about that, it is very much -.7584, just that I forgot to update that version number there, and I don' t want to do yet another update on the main page today (it would be like the fourth one today), unless something is functionally off . 


I'll go eat a cake or something, else I'll explode.  

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

Go get your cake, it's not a lie!

Thank you, but I don't  know.
I don't know. tested it again and the bug with the unsavable Preston in the museum is back on 0.7584

This bug is getting the best of me. 

Probably I need to move all the mod's NPC in their own cell and re-do all of it. 
Until then will make one more attempt today at a fix.

 

Probably this sorts it out. ( also on the main page now, I saved Preston, he came back to sanctuary,  did the first part of the Wedge Quest, tested up until Diamond city gate, all seemed to be ok).

 

MSMA_v0_7590.zip

Edited by MSM_Alice
Posted
5 hours ago, MSM_Alice said:

But for sure any custom NPCs that I will place in the world in the future will have to be spawned in a custom location then moved manually ( via papyrus scripts) to wherever they need to be in the vanilla locations.  This way I avoid the CK attempting to change vanilla data in location records, when it really shouldn't.

I'm impressed by how careful you are with this. I'm the complete opposite 😓  I have too many characters scattered everywhere and nothing has come back to bite me yet.

 

I literally have a character and his dog in front of the Diamond City gate. And then a Nukatron too. In disabled mode, but I doubt that's a factor.  The Nukatron has been there for over four years now.

 

 

image.png

 

 

 

image.png

Posted (edited)
14 hours ago, JB. said:

I'm impressed by how careful you are with this. I'm the complete opposite 😓  I have too many characters scattered everywhere and nothing has come back to bite me yet.

 

I literally have a character and his dog in front of the Diamond City gate. And then a Nukatron too. In disabled mode, but I doubt that's a factor.  The Nukatron has been there for over four years now.

 

 

image.png

 

 

 

image.png


I don' t know why the CK is doing all this, and it is driving me mad.
I suspect the fact that I started this mod on the NG CK on a NG dev enviro, then moved on the OG CK, on a OG dev enviro might have something to do with it.

For some reason, the CK finds it appropriate to regenerate a bunch of stuff , some related to location records some related to the Navmesh. 
The fact that it changes things for cells I never touch is .. puzzling to say the least.  Same when it changes some data categories in the location records, for vanilla NPCs, that I haven't touched. I don't know why it does that 

Thank you so much for chiming in, now i know at least that maybe the issue is elsewhere ( maybe  related to the navmesh and not location records). 


I don' t know for sure for sure, which of those causes the breaking changes to the vanilla quests, (leaning to think that the automated Navmesh edits were in fact at fault, not the location records), but in any case, hopefully 0.7590 update puts this to rest.

Edited by MSM_Alice
Posted
14 minutes ago, MSM_Alice said:


I don' t know why the CK is doing all this, and it is driving me mad.
I suspect the fact that I started this mod on the NG CK on a NG dev enviro, then moved on the OG CK, on a OG dev enviro might have something to do with it.

For some reason, the CK finds it appropriate to regenerate a bunch of stuff , some related to location records some related to the Navmesh. 
The fact that it changes things in cells in never touch is .. puzzling to say the least.  Same when it changes some data categories in the location records,  for vanilla NPCs,  that I haven't touched. I don't know why it does that 

I don' t know for sure for sure, which of those causes the breaking changes to the vanilla quests, (leaning to think that the automated Navmesh edits were in fact at fault, not the location records), but in any case, hopefully 0.7590 update puts this to rest.

I would lean into some of the great modders who are active for issues that you can not explain.   The CK is too scary for me to delv into even though I have really wanted to make a few mods that I have gone as far as make a spreadsheet detailing it.    There are a lot of great people who have learned through experience things that made them bang their head against the wall along the way.   Either way we are here to support you and keep testing so have no fear on that front!   Why I made the preset and the workshop layout so I can reproduce hours of work in about 5 minutes. 

Posted (edited)
13 hours ago, Mimirue17 said:

I would lean into some of the great modders who are active for issues that you can not explain.   The CK is too scary for me to delv into even though I have really wanted to make a few mods that I have gone as far as make a spreadsheet detailing it.    There are a lot of great people who have learned through experience things that made them bang their head against the wall along the way.   Either way we are here to support you and keep testing so have no fear on that front!   Why I made the preset and the workshop layout so I can reproduce hours of work in about 5 minutes. 

Thank you.
Definitely a learning experience :D .
 

 

In retrospect, the only explanation I can think of for this headache is that : I think that when I was creating a new interior cell (the De- bimbofication school) at some point (unclear when or why, but I think it was just by the virtue of duplicating an exiting interior cell) the CK though I wanted to do some navmesh auto adjustments /checks outside of that specific cell. (In the Commonwealth world, and various other places, no apparent direct connection  with strictly the cell I was editing) 
And saved the results of those adjustments in the mod. 

 


Now, to fix this I deleted the entire navmesh data chunk in my ESP,  just to make sure nothing of those changes  survived, and navmesh is untouched by my mod (and I will remake the custom interior cels anew at a later date)

I will test more if the altered location records , with their data moved from one category to the next,  can mess thins up too or not, or if it was just the navmesh changes that were the core of the problem.  Maybe I was blaming the altered location records for no good reason. Yes they are changed, yes data is inexplicably moved from one record category to another, and yes it is madness inducing,  but maybe they were serviceable even in that changed state. 

 


To learn more of how or why this happened.  I did a clean test with a brand new esp file, to see if that replicates that just placed a static object and a unique NPC int the world.

 

That change alone did not prompt the CK to generate any  navmesh records and save them in the ESP,   just a location record change ( with all the strangeness of the category swap, on which the jury is still out on whether that can be problematic or not), and ofc the word space change storing these placements. 

Then it gets interesting, I opened that new ESP up in the CK once more,  loaded up an existing vanilla interior cell  (what's interesting is navmesh warnings started pouring in   in the CK as I was doing that, complaining how that navmesh of that unedited vanilla interior cell needs to be " re-finalized")  and I simply duplicated that vanilla  interior cell, and saved the ESP again. 
Now if inspect that newly saved ESP in xEdit,  suddenly it has all these extraneous record entries in navmesh info, that seem to have nothing to do with the vanilla interior cell I opened, or its clone.
 

image.png.06af6d636ebe0e8803a8319df44a5fe1.png

 

 

I don't know if these extra navmesh info records were specifically the problem that was throwing a wrench in the gears, or the altered location records were part of it too or not,  with their data moved from one category to the next.
Maybe the navmesh changes  were the core of the problem that cause the vanilla quests breaking, and not the location records. 
Maybe I was blaming the altered location records for no good reason. Yes they are changed, yes data is inexplicably moved from one record category to another, and yes it is madness inducing,  but maybe they were serviceable even in that changed state. 

There are other modders pointing out that the location records  looksimilarly altered  in other mods too, and those work just fine when loaded.
 

Maybe the issue IS and always was navmesh-specific.

 

Edited by MSM_Alice
Posted

on the latest 590 I think, finally made it to DC and Piper was broken.   Saved and reloaded, no effect.   Disabled the door with console and walked in and quest triggered with mayor yelling at Piper, everything seemed fine.   Zoned into DC market and crashed.   This is the 1st time I zoned into DC with Fens Sheriff Dept installed again so that might be the issue.   Will save my settlement layouts and start a new game without MSMA active to make sure the game works correctly without it (later tonight) to let you know.   Just in case they have anything useful here are the Papryus and crash logs.

Papyrus.0.log crash-2025-07-18-11-18-16.log Buffout4.log

Posted (edited)
1 hour ago, Mimirue17 said:

on the latest 590 I think, finally made it to DC and Piper was broken.   Saved and reloaded, no effect.   Disabled the door with console and walked in and quest triggered with mayor yelling at Piper, everything seemed fine.   Zoned into DC market and crashed.   This is the 1st time I zoned into DC with Fens Sheriff Dept installed again so that might be the issue.   Will save my settlement layouts and start a new game without MSMA active to make sure the game works correctly without it (later tonight) to let you know.   Just in case they have anything useful here are the Papryus and crash logs.

Papyrus.0.log 65.92 kB · 0 downloads crash-2025-07-18-11-18-16.log 30.18 kB · 0 downloads Buffout4.log 27.47 kB · 0 downloads


If indeed it was started on 0.7590 ( it is important to be 100% sure that is what you were using, and it was a fresh start on it  not an upgrade) this does raise some new questions.


1. Why did it work for me  (When I tested, I actually also had the Fens Sheriff Dept installed too, and it worked okay. )

2. Then would mean Piper's dialogue sometimes is working, sometimes not,  but the cause might be separated from me deleting those extra location and navmesh records in the ESP. Maybe the cause of Piper not working is quite different than I I am assuming, and is not the same thing that kept the raiders in the museum from spawning and messed up with  Prestons'rescue. 

At least savint Preston from the museum worked right, correct? 



Maybe I need to just delete all MSMA NPCs ( fortunately there's just 5 of them now)  from all vanilla locations,  and place them in a private cell, and re-do the MSMA mod this way.
Misty, Marina, Vicks Wedge and Piete. 
Better do it now before I add  all the others. 
 

Edited by MSM_Alice
Posted
1 hour ago, Mimirue17 said:

on the latest 590 I think, finally made it to DC and Piper was broken.   Saved and reloaded, no effect.   Disabled the door with console and walked in and quest triggered with mayor yelling at Piper, everything seemed fine.   Zoned into DC market and crashed.   This is the 1st time I zoned into DC with Fens Sheriff Dept installed again so that might be the issue.   Will save my settlement layouts and start a new game without MSMA active to make sure the game works correctly without it (later tonight) to let you know.   Just in case they have anything useful here are the Papryus and crash logs.

Papyrus.0.log 65.92 kB · 1 download crash-2025-07-18-11-18-16.log 30.18 kB · 1 download Buffout4.log 27.47 kB · 1 download


If you still have that save, can you do another test with this esp on top of 0.7590?

 

MSMA_Sexual_Journey.esp

Posted
13 minutes ago, MSM_Alice said:


If you still have that save, can you do another test with this esp on top of 0.7590?

 

MSMA_Sexual_Journey.esp 412.43 kB · 0 downloads

I do.  Will try it tonight after work.  Piper breaking is actually pretty common and has been a bug that pops up, so I might not go scorched Earth to fix a Bethesda bug.  Normally disabling the door or activating the dialog with her sister gets it moving again.

Posted

IF anyone wants to parallel test the new 0.7600 here it is (right still in testing, not on the main page yet)

MSMA_v0_7600.zip

 

Changelog:

 

  • Tweaked more things around the duplicated records issue with the CK. 
  • Added support for @kziitd excellent Outfits of Hookers clothing mod, if you have it installed, Marina will offer them as Bimbo clothing (for levels 3 and dup) 

 

The original is for Fusion Girl 


and CBBE conversion by @guliguliradish  

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...