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Posted (edited)

here is a small preset pack for you to play with (I make a new one every time I start a new game)

 

Requirements:

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

Commonwealth cuts https://www.nexusmods.com/fallout4/mods/11402

Hair Tones Redux https://www.nexusmods.com/fallout4/mods/36637

Looks Menu https://www.nexusmods.com/fallout4/mods/12631

Looks Menu Customization Compendium https://www.nexusmods.com/fallout4/mods/24830

 

also used but I don't think they are required

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

https://www.nexusmods.com/fallout4/mods/36423

 

If they work for you and you want more I can create as many as needed

 

 

 

MSMA Preset Pack 1.7z

Edited by Mimirue17
Posted (edited)
54 minutes ago, Mimirue17 said:

here is a small preset pack for you to play with (I make a new one every time I start a new game)

 

Requirements:

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

Commonwealth cuts https://www.nexusmods.com/fallout4/mods/11402

Hair Tones Redux https://www.nexusmods.com/fallout4/mods/36637

 

also used but I don't think they are required

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

https://www.nexusmods.com/fallout4/mods/36423

 

If they work for you and you want more I can create as many as needed

 

 

 

MSMA Preset Pack 1.7z 3.41 kB · 0 downloads

Thank you. 

Do I just drop them in the data, and they will be available in Looksmenu ?
They seem reference a certain mod that is not in my list, the Looks Menu Customization Compendium esp. 

Edit: yes after I installed that, I could see them :)

Edited by MSM_Alice
Posted (edited)

I have my voice conclusions. 


In terms of voice all automated solution gives , xVASynth is usable, but  "meh" results if all is on auto. 
The lip motions if generated exclusivelly form text are on point yes, but the sound itself often breaks immersion, with a few notable exceptions( like the player voice with generally turns out rather okay-ish) ,  it is giving the sensation that you are in a world of faulty synths with slightly defective voice boxes and a forced voice cadence. At time, it really takes one out of the immersion.


I think the way to do it for high quality is either

A. Spend a lot of time on each line in xVASyth fine tuning every aspect of the pronunciation and regenerating them until they sound passable.
And then hope the text-based lip generator fits still fits, and your changes didn't make them diverge too much. 

B. For  Externally generated wave files 
Generate xVASyth equivalents with the same input text prompts AND, line by line, manually adjust the  XVASyth text input, padding  and adjusting so that in the end the tempo and cadence of the xVaSynth wave file ( that we will not use) matches  1-to-1 the cadence and timing of externally generated wave file. 
And then hope that the text-based generated lip file can be extracted and packed with the externally generated wav into a fuz, and pray it is okay. 

Having high quality (non syth-sounding) voices with good lipsync will be a slow and tedious process. 
But really it is the only way to do a believable emotional story. 


Also going over them one by one will help me catch all the silly typos that had snuck in when writing the lines down.

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:

Thank you. 

Do I just drop them in the data, and they will be available in Looksmenu ?
They seem reference a certain mod that is not in my list, the Looks Menu Customization Compendium esp. 

Edit: yes after I installed that, I could see them :)

I forgot about that, I will add it to requirements.   Are they useful to you?

Posted
7 minutes ago, Mimirue17 said:

I forgot about that, I will add it to requirements.   Are they useful to you?

I could link them in the list so people who want them can download them :D .
I am the kind of maniac that never uses presets and customizes everything tho, so not the best test-case :)
 

Posted
37 minutes ago, MSM_Alice said:

I have my voice conclusions. 


In terms of voice all automated solution gives , xVASynth is usable, but  "meh" results if all is on auto. 
The lip motions if generated exclusivelly form text are on point yes, but the sound itself often breaks immersion, with a few notable exceptions( like the player voice with generally turns out rather okay-ish) ,  it is giving the sensation that you are in a world of faulty synths with slightly defective voice boxes and a forced voice cadence. At time, it really takes one out of the immersion.


I think the way to do it for high quality is either

A. Spend a lot of time on each line in xVASyth fine tuning every aspect of the pronunciation and regenerating them until they sound passable.
And then hope the text-based lip generator fits still fits, and your changes didn't make them diverge too much. 

B. For  Externally generated wave files 
Generate xVASyth equivalents with the same input text prompts AND, line by line, manually adjust the  XVASyth text input, padding  and adjusting so that in the end the tempo and cadence of the xVaSynth wave file ( that we will not use) matches  1-to-1 the cadence and timing of externally generated wave file. 
And then hope that the text-based generated lip file can be extracted and packed with the externally generated wav into a fuz, and pray it is okay. 

Having high quality (non syth-sounding) voices with good lipsync will be a slow and tedious process. 
But really it is the only way to do a believable emotional story. 


Also going over them one by one will help me catch all the silly typos that had snuck in when writing the lines down.

ya it is a tedious process to get quality, believe JB has stated a few times how much work adding new voice lines were in NR

Posted

BIG question: 
What would you consider the lesser of two evils: 

A. Better voice acting (varied delivery, tempo, interjections) but bad/mismatched lip motion on the 3D model?
B. Basic voice acting, even cadence, monotone delivery but lip motions on 3D model that are on point?

Posted
2 minutes ago, MSM_Alice said:

I could link them in the list so people who want them can download them :D .
I am the kind of maniac that never uses presets and customizes everything tho, so not the best test-case :)
 

I like to start with a cleaned up face - all the base ones from the game are a mess.   At least all these are a clean slate to work with.   I have to be careful to make them before getting nails done though as I think the last one was made after that and the nails transferred over to preset as tattoo.   If anyone wants them I can just link them in the comments as I make more, not sure if anyone actually would use them currently.

Might even make a mod page and put the presets there as downloads with links (never made one so might be fun to make my 1st one)

Posted
25 minutes ago, MSM_Alice said:

BIG question: 
What would you consider the lesser of two evils: 

A. Better voice acting (varied delivery, tempo, interjections) but bad/mismatched lip motion on the 3D model?
B. Basic voice acting, even cadence, monotone delivery but lip motions on 3D model that are on point?

I would vote for Better Voice Acting - I think the Lip synch is easier to fix later then redoing Voice Lines.

Posted
58 minutes ago, MSM_Alice said:

BIG question: 
What would you consider the lesser of two evils: 

A. Better voice acting (varied delivery, tempo, interjections) but bad/mismatched lip motion on the 3D model?
B. Basic voice acting, even cadence, monotone delivery but lip motions on 3D model that are on point?

Better VA all day, every day.

Posted (edited)

ChangeLog (Directly on the main page- hopefully I didn't forget to pack in any of the new files)

 

0.7626, More voices in! - Mid playthrough upgrade should be fine (assuming you started on 0.7600)

  • First Full voiced MSMA!
  • Mod start no longer has "story popup windows", now it is all explained naturally, in dialogue.
    • Probably the initial dialogue with Misty, and the " Hi Honey!"  holotape are the most polished voice dialogue assets in the mod right now.
    • All others are in too but various quirks typos that need to be addressed.
  • Bimbos Level 7 can't manage their Sex Attributes stats anymore by increasing there CVTs (after all their CVT's are already maxed out) 
  • When you visit Marina, you have a new dialogue option, where and spend some time chatting and drinking and generally bonding as friends as time goes by (right now only three topics but the infrastructure is there to scale them up). 
Edited by MSM_Alice
Posted

Let me know if you have any issue when you get to Diamond city.
I have once test instance (just one) were no actors or activators whatsoever would load in the Diamond city cell for some reason.
I did inspect the my .esp closely, did not find any potential cause. 
I suspect it was because some load order shenanigans that had done with the Fens Sheriff's department mod a bit earlier
Anyway, did a new start and all was good, could not reproduce the problem again, still let me know if you see any oddities (and if yes, probably fresh start is best) 

Posted (edited)

I've been testing 0.7626 on a new play through, deleted the previous version of the mod and installed the new versions.

 

I see that there are new outfits but a lot does not show up. 
For example the first Bimbo Level 3, a couple more in 3,4,5,7

To put that in perspective, I saw all the previous outfits all the time.

The body I use is CBBE and have all the prerequisit.

Also checked the debug and all the prerequisits showing 1 (except FG)

Hookers outfit CBBE works though

 

Unsure which outfits are missing, if it is related to the CBBE/FG or .ESPs named wrongly, but I do have the nails, I do have all the outfits from 0-2 Bimbo level, and here and there some.

Like I said all the outfits before you unlocked more of them.

 

Forgot to mention, that there was never a name showing to those "empty" outfits.

Edited by Tempy
Posted (edited)

Am I focusing too much something that is inconsequential I wonder.
I did my test plays and  xVASynth didn't strike me as "unfit" as it did yesterday.  Not by a long shot. It actually seemed rather okay now.


For instance: 

This is Marina as I had built her voice with Bark (not yet in build): 

 
This is Marina  generated by xVASyth based of Desdemona's voice, on default  (currently in build).

 

 

 

 

 

Again a different line
Bark:

xVaSynth

 

 

 


And one last one

Bark:

XVasynth:

 


Is the difference ultimately inconsequential?
Or do you think this is this meaningful (for anyone else but me :D ) ?

Edited by MSM_Alice
Posted (edited)
35 minutes ago, Tempy said:

I've been testing 0.7626 on a new play through, deleted the previous version of the mod and installed the new versions.

 

I see that there are new outfits but a lot does not show up. 
For example the first Bimbo Level 3, a couple more in 3,4,5,7

To put that in perspective, I saw all the previous outfits all the time.

The body I use is CBBE and have all the prerequisit.

Also checked the debug and all the prerequisits showing 1 (except FG)

Hookers outfit CBBE works though

 

Unsure which outfits are missing, if it is related to the CBBE/FG or .ESPs named wrongly, but I do have the nails, I do have all the outfits from 0-2 Bimbo level, and here and there some.

Like I said all the outfits before you unlocked more of them.

 

Forgot to mention, that there was never a name showing to those "empty" outfits.


You might need to manually reinitialize the item arrays ( the debug function in the MCM)  if you didn't start a new game with the version that had the "hooker outfits" . 
I think I forgot to put that reinitialization int the dynamic upgrade scripts

Most clothing have a base for CBBE, and additional bodyslides/conversions  for FG.
The hooker outfits mode is reverse, the base if for FG, and the optional conversions are for CBBE.
So you make sure you get the base for it AND then the CBBE conversions (not just the conversions, without the base).


I f you can send in some papyrus logs they might hold clues to what's happening.

Edited by MSM_Alice
Posted
21 minutes ago, MSM_Alice said:


You might need to manually reinitialize the item arrays ( the debug function in the MCM)  if you didn't start a new game with the version that had the "hooker outfits" . 
I think I forgot to put that reinitialization int the dynamic upgrade scripts

Most clothing have a base for CBBE, and additional bodyslides/conversions  for FG.
The hooker outfits mode is reverse, the base if for FG, and the optional conversions are for CBBE.
So you make sure you get the base for it AND then the CBBE conversions (not just the conversions, without the base).


I f you can send in some papyrus logs they might hold clues to what's happening.

 

I went investigating it further, and it was an update to the OOH outfits that was missing. I was still on v1,2

My last download was 4 days before it went to v1.03
So all is good now! 

Posted
2 hours ago, MSM_Alice said:

Let me know if you have any issue when you get to Diamond city.
I have once test instance (just one) were no actors or activators whatsoever would load in the Diamond city cell for some reason.
I did inspect the my .esp closely, did not find any potential cause. 
I suspect it was because some load order shenanigans that had done with the Fens Sheriff's department mod a bit earlier
Anyway, did a new start and all was good, could not reproduce the problem again, still let me know if you see any oddities (and if yes, probably fresh start is best) 

I started a new game on 620 last night and did diamondcity pretty early on to start FSD and had no issues at all if that helps.   Can dig out the papyrus logs if you like.

Posted
2 hours ago, MSM_Alice said:

Am I focusing too much something that is inconsequential I wonder.
I did my test plays and  xVASynth didn't strike me as "unfit" as it did yesterday.  Not by a long shot. It actually seemed rather okay now.


For instance: 

This is Marina as I had built her voice with Bark (not yet in build): 

 

 
This is Marina  generated by xVASyth based of Desdemona's voice, on default  (currently in build).

 

 

 

 

 

 

Again a different line
Bark:

 

xVaSynth

 

 

 

 


And one last one

Bark:

 

XVasynth:

 

 


Is the difference ultimately inconsequential?
Or do you think this is this meaningful (for anyone else but me :D ) ?

Its Aela from skyrim! sorry brought back memories of one of my favorite games.   The Bark ones seem slow to me.   The xvasyth ones are different then what I got in 620 (Marina sounded like someone who was drunk or high to be honest) and I like that voice actress.   Tempo could be tweeked but seems fine to me.

Posted (edited)
22 minutes ago, Mimirue17 said:

Its Aela from skyrim! sorry brought back memories of one of my favorite games.   The Bark ones seem slow to me.   The xvasyth ones are different then what I got in 620 (Marina sounded like someone who was drunk or high to be honest) and I like that voice actress.   Tempo could be tweeked but seems fine to me.

The drunk/high one is actually the one in the build.  Some lines are better than others. :)

Tempo  can be adjusted on both, I think 

Edit: actually was wrong, there are three lines that endured from the previous version. I think those are the ones that seemed high/drunk. 
I was doing some tests with a more sing-sung-y voice.

Edited by MSM_Alice
Posted (edited)
35 minutes ago, Mimirue17 said:

I started a new game on 620 last night and did diamondcity pretty early on to start FSD and had no issues at all if that helps.   Can dig out the papyrus logs if you like.

No need, 620 is indeed good.
Only on 626 did I get the weirdness.
But I think it was some specific thing, not quite correct,t that I did to my load order. 

Edited by MSM_Alice
Posted
31 minutes ago, MSM_Alice said:

No need, 620 is indeed good.
Only on 626 did I get the weirdness.
But I think it was some specific thing, not quite correct,t that I did to my load order. 

I did just reinstall FO4 fresh and then downgrade as I wanted to get the CC content back (option was not there anymore).   If you leave the CC content in (when downgrading) then run this file on your data folder it will fix them all to work with 163 version of game - kind of cool actually.

 

https://www.nexusmods.com/fallout4/mods/82114

 

also if you save the depots when downgrading you can do it as many time as needed and the downgrade part takes like 2 minutes.   so the whole process takes as long as downloading the game from steam in my case (about an hour as I only have 40 speed DSL)

Posted (edited)

For who wants to test, a first version of Piete's betrayal. 

After visiting Wedge ~ 10+ times total there should be an increase in chance on each visit for the Piete  betrayal scenario to trigger. 
In that scenario Piete gets rid of Wedge and Vicks, and subjects the player to an extreme scenario; then makes himself scarce. 

The betrayal can also be forced with DevHotkey4, (ideally while in Sanctuary).

Edit removed this old version: new test version is now provided in the next post. 

 

Edited by MSM_Alice
Posted (edited)

New temp version for testing now with support for high headcount human group sex anims,  Piete's betrayal and a bunch of other things for general bimbo gameplay. 

 

  • adjusted some gameplay progression equations, dealing with how much fatigue/effects  a certain actor can inflict on the player based off their schlong size and player's bimbo level. Adjusted sex reports to more clearly report on this.
  • Corrected some issues on Violate bad effect MSMA suppression "grace condition", before, if there were more than 4 assailants it was permitted on end for just one assailant to not be sex-fight punished, and the fight would still be considered won by the player.  Now it is based of a percent of total aggressors. 20% of the total aggressor count can now be not punished, but the sex-fight is still considered won by the player.  The logic behind that is  is if 80% of their friends suffer inexplicable bad effects, the remaining 20% assailants are just to shocked/troubled by what's happening around them, to think about put restraints on the player, or to be stealing the player's weapons stims and caps. 
  • Added option to allow AAF violate use the human 6p, 7p, 8p, 9p and 10p group Anims (ofc if present) . It only really kicks in from level 2 bimbo and up. 10p Anims are within reach only for bimbo levels 6 and 7. Be aware that starting these scene with so many actors takes a bit longer.
  • Leve 0 or 1 bimbo, max theoretical  human group anim in violate stays 5P (but chance for that to happen is low) 
    • Level 2 Bimbo - max theoretical  human group anim in Violate is now 6P (but chance for that to happen is low-ish) ,
    • Level 3 Bimbo - max theoretical  human group anim in Violate is now 7P 
    • Level 4 Bimbo - max theoretical  human group anim in Violate is now  8P (chance for that to happen is rather notable)
    • Level 5 Bimbo - max theoretical  human group anim in Violate is now 9P  (chance for that to happen is high)
    • Level 6,7 Bimbo - max theoretical  human group anim in Violate is now 10P  (chance for that to happen is superhigh)
    • What I am using for animation presence testing  are the SavageCabbage anim names, with the name in the format  "SC-7P-Human-Floor01-02Gangbang" and similar.  I think that format is used by the Indarello anim patch (but don't quote me on it). However even if you have these animations 6p-10P  just with other names, you can still use them, just set the MSMA MCM setting to trust they are present, and  ignore named-based validation (use anim set to "2" instead to "1"  means "ForceOn").  K eep in mind for the system to work without glitches with AAF Violate you need a functional set of at least one 6P, one 7P, one 8P, one 9P and one 10P human AAF Anims, not just one 10P animation and nothing for the other cases.
  •  
 

Changed trigger condition for Piete's betrayal (now it just has a 50% chance to  happen, every time you visit Wedge specifically for caps, onlt if you do so more than once per 24 in game hours). First visit each day is risk free, If you visit just once per day , Piete never betrays, 

  • if high headcount human gangbang anims are installed, Piete's scenario will use a 10P anim (9 bots). If not, it will use a 5P anim (4 bots), but the bots will affect the player  harder, as it they will have larger schlongs, than the 9 bots in the first case.
  • the Piete high headcount scenario should work even if you have just one 10p animation installed (and nothing of the 6P-9P headcount ones), and it also looks for and accepts as valid  Savage's Cabbage animation also if it is named in the FMMMMMMMMM format, a(s it is in some animation patches that typically only have that one 10P anim). 

 

 

Edit: now on main page. Seemed okay.
 

Version on the main page now also has a quick-patch for the high headcount in Violate MCM option.

  • made it so that when/if it the high headcount option is turned back off,  MSMA also updates AAF Violate to use again a maximum on 5 human actors (so you don' t have to re- set that global variable to 5 manually, via console).
Edited by MSM_Alice
Posted (edited)

I am posting this in case anyone else was banging their head on a wall about it.

It took me a bit of investigation to realize that overlay UIDs (Unique IDs) from the Overlay framework are not really unique after some time.

But I finally know
A. Why were certain overlays that I was applying in my mod starting to disappear mysteriously, when other mods were removing their own overlays by UID...
B. Why were overlays from other mods disappearing mysteriously when I was removing MY own overlays by UID... 

It is because UIDs were no longer unique a short time after starting a new playthrough.
The darn UIDs stop being unique, and any operation done by UID is effed up.
Everything needs to be done by overlay name or something similar, and not by UID.

 


This is because of a big issue in f4ee.dll in Looksmenu.
There is a patch for OG ( not sure if there is one for NG looksmenu)
 f4ee-patched at Fallout 4 Nexus - Mods and community

 

But finally, I  can sleep and not wonder why overlays behave inexplicably... whenever any operations are done on them by their UIDs.

 

Any mod that adds and removes overlays dynamically with any significant frequency, and does so by UID,  will  run into this
Probably
-TatsAfterRape,
-Scripted Cumoverlays.

-and what I do for the skin cleaning napkins, basic  nail polish, and tattoos in my mod

Would be affected by this bug.

I need to reimplement my functionality, if possible, by not using UIDs at all, only overlay names.
At least until a reliable patch appears for NG, too. 

 


Now that I have finally realized why all the mysterious stuff was happening, I can make my mod work around this issue, and have it work better with mods that still do stuff by UID.

Edited by MSM_Alice
Posted (edited)

New version for testing.
Changes from the last public version: 

 

  • Added a "Context Aware hint or functionality" entry in the in-game brain implant menu. Its goal is to provide hints on what to do, or Quality of Life, context-aware functionality for instance:
    • If accessed at the very start, after exiting the vault, it will hint the player to go talk with the Mysterious scientist at the start, then with Marina after that.
    • When the player levels up to bimbo level 2 it will remind the player that they can now turn on Sexfight killing.
    • If player is close to a bimbo level up in the first few bimbo levels it may suggest it is time for a trip to the De-Bimbo School
    • If player has active cravings and has activated Codsworth as a cravings manager via Marina, and is in Sanctuary, then  it will have a menu there so you can teleport yourself to Codsworth or teleport him to you (so there's no more hunting him around in Sanctuary). 
    • If you are in Sanctuary, and visiting Wedge for filming the occasional spicy flick is available; you will have a menu there to quickly find Sturges, so he can radio in Wedge (no more hunting for Sturges in Sanctuary). 
  • Tutorial reminder:  Once per playthrough, the first time you become a SA Slut, you will get a pop-up reminder that becoming a Sex Attributes slut is not trivial; each time you do so, it also boosts your target Bimbo stats.
  • Tutorial reminder:  Once per playthrough, fist time you revert from being a SA Slut, you will get a pop-up reminder that becoming a Sex Attributes slut also boosts your Bimbo stats and you should probably not use the implant to de-sluttify yourself,   if you're going to just become a slut again immediately after (if you don't commit to an earnest effort of not being a SA Slut). If you do go back and forth too much / too frequently, between being a SA slut and not being a SA slut and again and again, then all those moments of becoming a SA Slut,  will actually accelerate your path into Bimbo-hood.

 

Edited by MSM_Alice

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