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Posted (edited)

Testing- so far so good.

  • No strange errors, papyrus log looks rather clean (except some known non-critical cases).
  • Preston was saved okay.
  • Interaction with Wedge okay. 
  • Interaction with Marina okay.

And last but no least:

  • Piper has no problem talking with Danny Sullivan at the gate. 

 


Ok it goes on the main page, and hopefully we can all forget about the horrors of the redundant CK records error/bug :). 


 

gatetalk.jpg

Edited by MSM_Alice
Posted
6 hours ago, MSM_Alice said:

Testing- so far so good.

  • No strange errors, papyrus log looks rather clean (except some known non-critical cases).
  • Preston was saved okay.
  • Interaction with Wedge okay. 
  • Interaction with Marina okay.

And last but no least:

  • Piper has no problem talking with Danny Sullivan at the gate. 

 


Ok it goes on the main page, and hopefully we can all forget about the horrors of the redundant CK records error/bug :). 
 

gatetalk.jpg

good news, the latest version worked and Piper got me into Diamond City and it did not crash when I went in the market place!

 



image.thumb.jpeg.d158a754d5d30037c3f59dbf3dd3e1e0.jpeg

 

Posted (edited)
1 hour ago, Mimirue17 said:

good news, the latest version worked and Piper got me into Diamond City and it did not crash when I went in the market place!

 

 

  Hide contents

 

 


image.thumb.jpeg.d158a754d5d30037c3f59dbf3dd3e1e0.jpeg

 
 

 

 

Thank you so much for confirming. 0.7600 can stay as a "Stable version" until I redo how I approach placing NPCs and things in the vanilla world. 


I spent a bunch of time reading about partial record flags, and the infamous CELL 0x18AA2 (Commonwealth persistent cell).

 

I have a better idea of what needs to be done to add all the new content I need to add, in a way where I don' t need to ever need to tell people "please make sure my mod is last/among the last on the load order because it needs to modify this and that and that, and it needs to "win" the load order. 

That won' t be needed because all that will be  handled graciously and dynamically at runtime, and everything about it, even Actors or objects what would appear in Diamond city or any other popular spots, that other mods may want to edit too, would actually nested exclusively in mod-specific MSMA cells, and moved to Diamond city or any other public spot only when/as needed, so no load order would need to be "won" for that to work.

After I do that, no records on vanilla cells or locations ever need to be touched by my mod, additions to the infamous  CELL 0x18AA2  are dynamically merged using the Fallout4 default dynamic merging functionality of that very special cell. All in all a more "anti-fragile" way of doing things, that can work with hundreds of other mods without needing to claim that coveted last spot on the load order. 

Edited by MSM_Alice
Posted (edited)

Woot!

Not going to put this on the main page until there's a more meaty update, but I am SO  happy I was able to create an entire separate functional world space,  for Mr. SJ's base.
It is essentially a carbon copy of Pre-war Sanctuary without all the vanilla actors and mission triggers, but

1. It is a functional, totally separate World Space Record.
2. A totally separated Location record too , and naturally totally separated Cells.
3. Precombines and visibility are re-generated from the ground up and they work (had to test that because static object layout will eventually be quite a bit different).  I already tested this by removing several items from the player's home, and changed a bit the vehicle layout, removed the military vehicle. regenerated everything and...  It works :D
3. I will be able to freely edit it, and not affect anything unintentional in the Vanilla Game/ Commonwealth World space.


If you want to visit it, install the the 0.7610 wip version below as well as the  corresponding  SJ_base zip file, then teleport via console
coc MSMAPlayerHome

https://drive.google.com/drive/folders/1YbwBWn7vzTK4z0P12ome3t8tGQncodWk?usp=sharing


There is NOTHING to do yet there yet :D (except teleport out with console commands yet again), but the fact that it is a fully separated functional world-space that  does not step on the vanilla's game toes, and I can use as a playground, for me is huge in itself. 

Edited by MSM_Alice
Posted

Is there a way to slow down the messages that pop up on the left side of the screen? And not sure on this but at one point when fighting mole rats at the junkyard there was some no no message and it took my gun away not sure why though.

Posted
11 hours ago, MSM_Alice said:

Woot!

(Message)

 

Hell yeah! Celebrate those wins! Can't wait to see what you do with all of this and how...creative things become for our former lawyer.

Posted (edited)
7 hours ago, VaunWolfe said:

Is there a way to slow down the messages that pop up on the left side of the screen? And not sure on this but at one point when fighting mole rats at the junkyard there was some no no message and it took my gun away not sure why though.

I do not know if standard notifications channel can be sped up or slowed down mod-wise, I always assumed that duration was set by the game and fixed. 
There are MCM settings to make tis mod send more notifications or less notifications to appear there, but no way to speed up or slow them down. 

You can easily overwhelm that channel if you turn too many notifications on, it is best to keep it light.

 

During that molerat fight odds are one of them did a critical melee attack that has sent your weapon flying, and you can find it somewhere on the ground.
In the MCM you have settings to adjust the default probability for a bimbo to drop the weapon when attacked, ( it as a relative chance as the higher level bimbo you are the higher that chance is, the more you invest in strength, the lower that chance is) or even turn off the weapon drop system altogether.

Edited by MSM_Alice
Posted

new area looks like it will be a fun place to play with, glad it all worked out.

 

not sure if this is something you can do, but long violate scenes never redress the player, only the aggressors after each round.   Is there a way to send a redress command when you end the session to apply sex fight results (para, frenzy or kill) assuming the player won.   If the player lost having all the stuff stolen and not redressing is kind of a given :P

Bimbos spend a lot of time on their outfits so they want to show off the bling and sexy threads they had on.   Nothing better then to stand over the defeated in heels and looking sexy as hell right?

 

Also maybe put a no strip effect on the collars purchased, not something that would normally be taken off during sex.

Posted

How does this interact with Nuka Ride, mainly the Norita route? As you start by being ported, does Marina also move to your location?

 

I.e. is it either/or?

 

Great mod btw, I prefer mods that add a layer onto existing gameplay, rather than replace it or get in the way :)

Posted (edited)
3 hours ago, Mimirue17 said:

new area looks like it will be a fun place to play with, glad it all worked out.

 

not sure if this is something you can do, but long violate scenes never redress the player, only the aggressors after each round.   Is there a way to send a redress command when you end the session to apply sex fight results (para, frenzy or kill) assuming the player won.   If the player lost having all the stuff stolen and not redressing is kind of a given :P

Bimbos spend a lot of time on their outfits so they want to show off the bling and sexy threads they had on.   Nothing better then to stand over the defeated in heels and looking sexy as hell right?

 

Also maybe put a no strip effect on the collars purchased, not something that would normally be taken off during sex.


I did think of that, (and it actually annoying for me too to re-equip everything by hand|) but so far I assumed AAF or Violate would have settings to undress/redress that people tweak  to their linking (that I just wasn' t using) ...  and have them how they like them, so I did nothing in this direction. Seems like a crowded space, too many cooks in the kitchen make a food bad.


I can consider adding a MSMA re-quip manager layer to
1. When a violate scenario starts, looks at what you are wearing, save references to that in an Array 
3. Attempt to restore that post-scene, assuming you still have them and they are not already equipped..

No clue how to put a no strip effect on the collars, will have to research that :D . Do you know anything about it?
Is it a keyword to be added to that reference at runtime or something else?
Do I need to research how to make it safe from violate stripping, and from AAF stripping separately ?
So many questions .
As far as I know remember AAF stripping before an AAF scene is configurable on each system, and mods usually provide their own configs/settings  and there's a constant clashing of mods stepping on each other's " toes" with those settings, I just.. kept my distance so far :D.

 

 

Right now I am in the middle of figuring out how to do  a first run of voices, am toying with  If anyone knows of an offline generation platform that is profanity friendly and would dideally allow for training of external voices based on samples please let me know :D 
I've looked at several classical solutions, Piper TTS ( no connection with the NPC of the same name) , but I think Suno's Bark has the needed emotional range. 

 

Edited by MSM_Alice
Posted (edited)
3 hours ago, Nuka Cherry said:

How does this interact with Nuka Ride, mainly the Norita route? As you start by being ported, does Marina also move to your location?

 

I.e. is it either/or?

 

Great mod btw, I prefer mods that add a layer onto existing gameplay, rather than replace it or get in the way :)

Hello.


They should be fairly compatible (with some downsides of not visiting Marina)
Nothing should be game breaking as long as you remember the general rule with MSMA and any other story mods:  perhaps not frenzy, paralyze or kill anyone you're not meant to via sexfight during AAF story scenes, as maybe those mods do not have contingencies coded in for key NPCs dying or going crazy after an AAF scene with the player.



I actually did a Norita run (on the NR update previous to this latest one), just to test compatibility, and all was well. I reached bimbo level 1 just as

 

I had defeated Ryder via sexfight.


Since cravings only start after level 1, and at that point one allowed to make commonwealth visits, I think overall all should be okay. 
The trick for Norita path is, because NR basically yanks you from the vault exit directly,  is best to remember to talk with the mysterious scientist before turning around and chatting engaging with Duke.  ( but maybe it would work either way ?)
You can visit/meet  Marina for the first time much later, when you are allowed to formally leave NR visit the Commonwealth.


But  things to note: 

  • Tattoos applied at Music's shop are not currently " seen " by the MSMA mod,  and not factored in your MSMA looks score
  • Piercings applied at Music's shot are not currently seen by the MSMA mod,  and not factored in your MSMA  looks score,  they to not soothe the bimbo piercing cravings, only the ones done at Marina do.
  • Surgical interventions (increase of butt and chest size), are not currently seen by the MSMA mod, and not factored in your MSMA  looks score, they do not soothe the bimbo size cravings, only the ones done at Marina do.
  • NR clothing does give you the hypersexual flag, like most bimbo eq does,  so you do get the base benefit,  but as far as level specificity goes and the extra bonuses for appropriate bimbo level, remember that all NR pornstar gear count only as bimbo level-2 specific gear. 
Edited by MSM_Alice
Posted

Thank you for the very in depth explanation. 

 

I was curious as I installed NR for the added assets and realised I hadn't played since before 6.0. I checked and you are correct - chat to the scientist before the bot and you can unlock MSMA and Norita route. 

 

 

Posted (edited)
1 hour ago, MSM_Alice said:


I did think of that, (and it actually annoying for me too to re-equip everything by hand|) but so far I assumed AAF or Violate would have settings to undress/redress that people tweak  to their linking (that I just wasn' t using) ...  and have them how they like them, so I did nothing in this direction. Seems like a crowded space, too many cooks in the kitchen make a food bad.


I can consider adding a MSMA re-quip manager layer to
1. When a violate scenario starts, looks at what you are wearing, save references to that in an Array 
3. Attempt to restore that post-scene, assuming you still have them and they are not already equipped..

No clue how to put a no strip effect on the collars, will have to research that :D . Do you know anything about it?
Is it a keyword to be added to that reference at runtime or something else?
Do I need to research how to make it safe from violate stripping, and from AAF stripping separately ?
So many questions .
As far as I know remember AAF stripping before an AAF scene is configurable on each system, and mods usually provide their own configs/settings  and there's a constant clashing of mods stepping on each other's " toes" with those settings, I just.. kept my distance so far :D.

 

 

Right now I am in the middle of figuring out how to do  a first run of voices, am toying with  If anyone knows of an offline generation platform that is profanity friendly and would dideally allow for training of external voices based on samples please let me know :D 
I've looked at several classical solutions, Piper TTS ( no connection with the NPC of the same name) , but I think Suno's Bark has the needed emotional range. 

 

oh I thought it (no strip on collar) was something you were already doing with piercings so it would be just another clothing item on the no strip chart.   for now I will just assign hot keys for equipment.   Would be nice if there was a mod that let you store entire outfits so you just use one hot key to equip the whole thing.

Edited by Mimirue17
Posted (edited)

Looking at non-cloud voice Gen options XVASynt 3.0 seems like a nice all in one solution, I think JB also uses it in NR , coming with pre-trained models for the in-game characters to boot. Looking like a robust choice, esp if lots of dialogue.
Then again there is also Bark, by Suno ( which was more of a pain to set-up, and to generate at a decent speed does require 12 GB on the GPU to fit the entire AI model there, but then it  can do things like natural laugh interjections, clearing the throat on awkward statements, bursting into song mid sentence and whatnot.  

Maybe I will use bark for new characters,, and xVASynth 3.0 for established ones.


Tagging @JB. in case want to see
Check out the emotional range on  Bark Audio Gen:
 

 

 

 

 

 

 

 

GitHub - suno-ai/bark: 🔊 Text-Prompted Generative Audio Model
In theory bark has a path to custom train new voices too, but it seems so technical and convoluted that I didn't have time yet to figure it out.

Edited by MSM_Alice
Posted (edited)

Yeah, must admit I was totally out of the loop with what audio synth can do recently. 

 

I gave it some ridiculous porn script moan input, fully expecting it to fail miserably.
I had no idea bark can do audio talk segments from which even plausible moans can be extracted, and can intertwine them with speech in a way that is coherent.


Of, course there were also generations that left like absolute sarcasm that got me laughing on the floor, or generation where it just started talking nonsense, 
even a generation where it freaked me out where the AI just ignored the script and said "that' not going to work".

But, this is not 2023 local machine voice Gen anymore. I would argue it closes in to eleven labs emotional variance.

The fact that this is not cloud, but local (albeit with a robust GPU) really was unexpected.

 

Now of course spicy moans sound libraries are probably a dime a dozen, no need for AI dialogue generation to do that,  just that it is impressive if pushed to do it, it can have that much variance in delivery. 

 

 


Yes, the script prompt was beyond ridiculous, but still managed to create something.

Layer in panting breath

 

 

Situation "logic" (interrupted words)

 

 

Variation in intensity

 
 

Edited by MSM_Alice
Posted (edited)
On 7/20/2025 at 10:12 AM, Mimirue17 said:

new area looks like it will be a fun place to play with, glad it all worked out.

 

not sure if this is something you can do, but long violate scenes never redress the player, only the aggressors after each round.   Is there a way to send a redress command when you end the session to apply sex fight results (para, frenzy or kill) assuming the player won.   If the player lost having all the stuff stolen and not redressing is kind of a given :P

Bimbos spend a lot of time on their outfits so they want to show off the bling and sexy threads they had on.   Nothing better then to stand over the defeated in heels and looking sexy as hell right?

 

Also maybe put a no strip effect on the collars purchased, not something that would normally be taken off during sex.

Was halfway into implementing an outfit restore in MSMA when I learned that this exists
Outfit Switcher - Hotkey Loadouts at Fallout 4 Nexus - Mods and community

If not working remember to do : 

stopquest outfits
startquest outfits

player.setghost 0

in the console.


does pretty much the same thing, you can map an outfit to a hotkey, making re-equipping a breeze. 

Edited by MSM_Alice
Posted
On 7/19/2025 at 11:26 PM, VaunWolfe said:

Is there a way to slow down the messages that pop up on the left side of the screen? And not sure on this but at one point when fighting mole rats at the junkyard there was some no no message and it took my gun away not sure why though.

Found this mod, might be exactly what you were looking for: 
DavesMods - More and Faster Notifications at Fallout 4 Nexus - Mods and community

Posted
1 hour ago, MSM_Alice said:

Was halfway into implementing an outfit restore in MSMA when I learned that this exists
Outfit Switcher - Hotkey Loadouts at Fallout 4 Nexus - Mods and community

If not working remember to do : 

stopquest outfits
startquest outfits

player.setghost 0

in the console.


does pretty much the same thing, you can map an outfit to a hotkey, making re-equipping a breeze. 

amazing - just what I was looking for!

Posted (edited)

A new version for testing is live right here on this post now with some voices  ! (not on the main page for now),

MSMA_v0_7620.zip

I still need to learn more about .lip file and fuz file generation, as the lip sync is not quite right. 
I also have a bit to learn until they sound polished, but it feels much better for the actors to have voices.

Voices for:
- The initial dialogue with Misty. 
- Some dialogue with Marina (just the greeting lines and the more frequent lines when accessing her menu) 
- the " Hi Honey!"  Holotape from Nate (this one is actually pretty polished). 
Also
Implant menu button, if pressed during sex before it would just show the equivalent of  "Can' t be messing with these settings during sex" window.
Now it offer data about Sexfight being on or off, and paralysis killing settings being on or off, so the player can take an informed decision if their partners are in any danger , and if the player needs to turn anything on or off.


Edit: Tested, looked okay, now on the main page. 

Edited by MSM_Alice
Posted (edited)

MSMA_v0_7625.zip <-Fully voiced version (most of it with xVASynth), for testing.
Still needs the separated main music zip file installed from the main page, if you want voices AND music.

Not sure how I feel about the xVASynth voices. 
Will have to sleep on it. First feeling is that they sound a bit too synthethic... (then again, it was all batch generated, no manual adjustments for tempo). 
For sure, it is better than silence, and the lips are moving okay ( as opposed to the voices generated with Suno bark, which might sounds more natural, but their .lip motions are off).


Synth voice is better for the player than for the other actors  (Except Codsworth; that one is perfectly robotic :D ).

 

 

There's also some longer scenes with chats with Marina available now, if you just want to stop by her place for a friendly chat and drink, she will set up a table on the platform atop the truck and you two can gossip and drink mimosas all day. (scenes do need more polish, but infrastructure is done).

 

Many thanks to JB, who offered guidance on getting xVASynth voices in.

Edited by MSM_Alice
Posted
4 hours ago, Mimirue17 said:

will give it a whirl, is that that the one you can train over time?

Yes, you can train custom voices for xVASynth.
Not sure what is the "over time" aspect is, but new voice models can be trained.

Bark too, but as far as I can tell the process is more convoluted.

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