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Posted (edited)

New version.

Rewrote most things related to Overlays (tattoos, basic nails) , to go around the not unique UIDs bug (mentioned here: https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/38/#findComment-7089463. )

Tatoos work much better now.

Refactored a few aspects relate to start of sexfight  and end of sexfight phases. (They should be both lighter now, lower papyrus load). 
These changes were pretty deep, so more testing is needed until I will have the courage to put this on main :)

 

 

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

New version.

Rewrote most things related to Overlays (tattoos, basic nails) , to go around the not unique UIDs bug (mentioned here: https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/38/#findComment-7089463. )

Tatoos work much better now.

Refactored a few aspects relate to start of sexfight  and end of sexfight phases. (They should be both lighter now, lower papyrus load). 
These changes were pretty deep, so more testing is needed until I will have the courage to put this on main :)

 

MSMA_v0_7640.zip 19.85 MB · 0 downloads

I am like 10+ hours into a play through doing FSD (this is such a great mod but never have come close to finishing it....), is this safe to upgrade to mid game? still on 620 as I have downloaded a few of the ones between but was doing more questing then testing this run.   I can always make another new character just to test things out to be safe and still keep 620 around for continuation of my main game right now.

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

I am like 10+ hours into a play through doing FSD (this is such a great mod but never have come close to finishing it....), is this safe to upgrade to mid game? still on 620 as I have downloaded a few of the ones between but was doing more questing then testing this run.   I can always make another new character just to test things out to be safe and still keep 620 around for continuation of my main game right now.

In theory, yes...  but not 1000% sure.
If you started on 7620, it has  has a very good chance of mid game upgrade to be okay..... but DO keep a save from before the switch, just in case you notice oddities appearing.

 

 


If you are talking not as much MSMA itself but about patching the UID f4ee.dll bug from looksmenu ,  , that one I do see in the posts on that patch mod that they recommend  a new playthrough  as the  bug once manifested, that playthrough will be "plagued" by non unique UID for overlays 's forever.

The latest version of MSMA tries to not rely on correct/unique  UID  for overlays as much, instead it tries work based on their template name, not off their UID.

(That approach assume the worst case scenario: that the f4ee.dll bug is present)  Things will work perfectly if the bug isn't present, but now they would still work pretty decently even if the bug is present).  The bug being present does not mater as much  for MSMA 0.7640, as it did before 0.7640, older version were much more dependent on unique IDs being well.. unique.  and therefor it was sensible to that bug (the problems would be often covered/corrected post-factum by the frequent refreshing of the Overlays, that MSMA would do after each sex scene, which was not ideal). 

 

 

Edited by MSM_Alice
Posted
3 minutes ago, MSM_Alice said:

In theory, yes...  but not 1000% sure.
If you started on7620  has a very good chance of mid game upgrade to be okay..... but DO keep a save from before the switch, just in case you notice oddities appearing.

 

 


If you are talking not as much MSMA itself but about patching the UID f4ee.dll bug from looksmenu ,  , that one I do see in the posts on that patch mod that they recommend  a new playthrough  as the  bug once manifested, that playthrough will be "plagued" by non unique UID for overlays 's forever.

The latest version of MSMA tries to not rely on correct UID as much. (assume the worst case scenario: that the feee.dll bug is present)  ( things will work perfectly if the bug isn't present, and still work decently if the bug is present).
The bug being present does not mater as much  for MSMA 0.7640, as it did before 0.7640. 
 



 

 

I am not aware of that bug - the only bug I have seen and once  it happens the game is borked,  I have Just Business prostitutes in varies places (they bring in serious caps surprisingly-the pimp life) is I will see one where they are disformed - fingers look all broken and they are cross legged even though they are standing.   Its kind of horrifying to watch and nothing I have tried will fix them.   You have to go back to a save way before to fix it or start a new game.  No idea what would cause that but figure its an AAF rare bug or something.

Posted
On 7/24/2025 at 12:01 PM, MSM_Alice said:

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.

is this why the Tats applied by raiders and such during sexfight disappear sometimes?   I noticed when one of the presets I made had 3 tats that showed up in overlays but not on the body and wonder if this is related.   I have not heard of this or seen that patch before so will switch to newer versions on next play through.

Posted (edited)
20 minutes ago, Mimirue17 said:

is this why the Tats applied by raiders and such during sexfight disappear sometimes?   I noticed when one of the presets I made had 3 tats that showed up in overlays but not on the body and wonder if this is related.   I have not heard of this or seen that patch before so will switch to newer versions on next play through.

That is precisely why.
They share an id with other temporary layers , that need to be legitimately removed, and because they share the ID, and the removal ask is made by ID ( that were supposed to be unique),   they get lumped up and removed together.

For mods that add just a handful of  "forever overlays"  this bug probably does not produce a lot of effects, that's how it could stay undetected for so long.
Only when there are mods  with overlays  that are frequently added/removed,  does it start to be an issue. 
The author of the patch is here on LL as well, nopse0
 

 

 

27 minutes ago, Mimirue17 said:

I am not aware of that bug - the only bug I have seen and once  it happens the game is borked,  I have Just Business prostitutes in varies places (they bring in serious caps surprisingly-the pimp life) is I will see one where they are disformed - fingers look all broken and they are cross legged even though they are standing.   Its kind of horrifying to watch and nothing I have tried will fix them.   You have to go back to a save way before to fix it or start a new game.  No idea what would cause that but figure its an AAF rare bug or something.

 

That does sound horrifying, but I haven't seen anything like that on my side  yet.
 

Edited by MSM_Alice
Posted (edited)
7 hours ago, Mimirue17 said:

is this why the Tats applied by raiders and such during sexfight disappear sometimes?   I noticed when one of the presets I made had 3 tats that showed up in overlays but not on the body and wonder if this is related.   I have not heard of this or seen that patch before so will switch to newer versions on next play through.

For the next version,  I did away with the idea of a massive tattoo refresh, that removes everything and reapplies everything Marina tattoo related;
Now I have a more elegant checker that only checks for which overlays ( from the ones who were supposed to be on, applied by Marina) might be accidentally missing from the player,  and just restore those back, and not touch anything else. 

But now that I dug deeper in the overlays system (and tattoos), and I understand them better, and how to work with them by name, and it seems more predictable, I have new ideas for a new layer of gameplay. 

 

Given that the list of tattoos from TatsAfterRape (and even the patch with from SlaveTattoos that extends TatsAfterRape) are pretty well known, I could add some bespoke support for that namely:

 MSMA could have its own separate external-overlay tracker/restorer that looks specifically for those  "degrading tattoos". 

Degrading tattoos on a management list can also be classified faction who added the tattoo

I could make it so having one or more tattoos from that faction prompt unflattering prompts from settlers and such, BUT gives the player some advantages in sexfighting that faction.

 

However if the total degrading tattoo  count  too high , those bonuses get thinned out/ lost because it is all too hard to figure out. 
So it is a happy medium ground that must be maintained if you want the bonuses.

 


I could tie it in with the older suggestion of having DD or KFT items equipped, produce similar effects. 

a "Deagrading items/tattoos manager" of sorts.

 

Marina probably  should not  clean any and all foreign tattoos for just 1 BP cost anymore. 
Instead she will only remove them one by one, and cost of one bimbo point each.
Or maybe costs separated per factions, maybe Supermutants use a particularly difficult ink.

 

.hmmm....

At any rate, initially I wanted to work with TatsAfterRape directly but after tinkering on that paradigm for a while I realized that brings some limitations and needless challenges, (for instance, if it takes more Papyrus work, just to figure from the outside,  just what overlays were just added ,  (plus I only want tats to be added if sexfighting was actually lost).  Tats after rape adds them either way.


Also maybe a bit more granularity around which tats are applied, and on which body parts depending on a series of factors. 
So maybe using TatsAfterRape is a lot more complicated for this purpose, and instead  I should just build  similar module within MSMA (that adds overlays from Captive Tattoos) on  the player AAF aggressive scene end, that is part of this mod.
This way I have access to  the entire variable underbelly and can tune gameplay related to it.

All the overlays definitions and textures are in the prerequisites already,  as  even for Tats After Rape,  they come from the Captive Tattoos mod. 

 

Edited by MSM_Alice
Posted

Hey @MSM_Alice

Nice work you're doing here.

Just out of curiosity, what do you see as the timeline for v1.0 release?
I am about to start a new playthrough and just wanted to make sure I don't miss 1.0 release by starting too early.

Posted (edited)
1 hour ago, Hellovvorld said:

Hey @MSM_Alice

Nice work you're doing here.

Just out of curiosity, what do you see as the timeline for v1.0 release?
I am about to start a new playthrough and just wanted to make sure I don't miss 1.0 release by starting too early.


Thank you!
1.0 is probably a long way off. there is a lot of work :D.
But you can use what is there. 

Edited by MSM_Alice
Posted
49 minutes ago, MSM_Alice said:


Thank you!
1.0 is probably a long way off. there is a lot of work :D.
But you can use what is there. 

Thanks a lot for the quick reply!
UDABEST

Posted
21 hours ago, Mimirue17 said:

I am not aware of that bug - the only bug I have seen and once  it happens the game is borked,  I have Just Business prostitutes in varies places (they bring in serious caps surprisingly-the pimp life) is I will see one where they are disformed - fingers look all broken and they are cross legged even though they are standing.   Its kind of horrifying to watch and nothing I have tried will fix them.   You have to go back to a save way before to fix it or start a new game.  No idea what would cause that but figure its an AAF rare bug or something.

I have the same problem. Morphy NPCs break down if their sex scene is played, but the player saves and exits the game (or leaves the current location). Do you have the "Companion Jump Fall Pose Fix" or "Facial Expression and Eyetracking Engine Fixes" installed?  It would be necessary to somehow bring this problem into a separate topic.

Posted (edited)
1 hour ago, SquareBun said:

I have the same problem. Morphy NPCs break down if their sex scene is played, but the player saves and exits the game (or leaves the current location). Do you have the "Companion Jump Fall Pose Fix" or "Facial Expression and Eyetracking Engine Fixes" installed?  It would be necessary to somehow bring this problem into a separate topic.

I do have the Eyetracking Engine Fix but not the other one.   From my experience it only happens (not a high % chance I think) if you log out close by to an active NPC AAF scene (have not determined if it is initializing stage, actual scene or exiting stage or might not matter).   I have gotten into the habit of walking out of Sanctuary to Red Rocket Zone before logging out - or fast traveling away if there are no active scenes.   The safest way would be to have the prostitutes stop soliciting by following you or set the in between search timer real high - log out and when you log back in reset it to lower value.   Would be fascinating to get a papryus log of an event that led to that for people who know how to read them (I am not one of those people....)  This is probably more a discussion for the Just Business forum, sorry for off content here :(

Edited by Mimirue17
Posted (edited)

0.7650 - Ok big update today. I spent almost the entire weekend working on the mod :D .   In theory mid-playthrough upgrade is possible, but because the big overhaul in the overlay management system, maybe a new game is best if you want things to be super clean.

 

  • Changed Overlay and Tattoo management system from for a UID-centric approach, to a overlay name centric approach.  This is to go around a bug in f4ee.dll from looksmenu,  related to Unique IDs for Overlays that are well.. not unique, and all operation done by UID can have unexpected results. This affects any mods that work with Overlays via their UIDs.  From the old recommended mods Scripted Cum Overlays and TatoosAfterRape use the UID method to remove overlays.  There should be a  lot less quirks about tattoos, and a lot less need to refresh them periodically.
  • Built an entire internal alternative to the functionality/idea of the great TattoosAfterRape mod within MSMA  from the ground up, because I just needed more gameplay functionality.
    • You have the settings for it in the MCM.  It can apply tattoos both at the end an aggressive AAF anim,  or also at the start  (chance configurable). 
    • The application at the end does not happen if Sexfight was on and was won (obviously), and only happens once for Violate scenes (not for each anim in the scene).
    • Raiders Mutants and Gunners use separate Overlay pools if possible, with tattoos themed for them. The content itself is still the one from Captive Tattoos 3.3, (and uses quite a lot of it, more variations).
    • There's a system that tries to limit repeats and overlaps, by looking for placement tags, and favours adding always new overlays that are tagged differently. It also has a limit to prevent the player from becoming too much  of scribble board.  Some overlaps would still happen eventually but overall it is more coherent.
    • Face Tattoos and front neck ones via face tints are also part of it and automatically applied (not just limited to body)
    • The ridiculous unflattering tattoos added by enemies also DO  have gameplay effects (just a little now, to be expanded din the future now that I manage the system directly, I can do a lot of things with it).
      • They can be managed separately from the nice tattoos from Marina,  without stepping on each other's toes (totally independent)
      • Having some of them on gives you some sexfight advantages , in general, (but more for the faction that added them  - stomaching them on does allow you to offset SexFight level handicaps due to Mind break, Dirty Skin, and so on).  How much effect per tattoo layer -- it is adjustable in the MCM. Sex scene reports will tell you exactly how much they are helping.
      • if they look too bad, you can pay marina BP to remove them for you.
  • Big optimizations on SexFight start up and shutdown, Script load should be lower, and things should be faster. 
  • Added an option to have running Mascara on orgasm on the face working (if Nuka Ride  is not installed).
    If Nuka Ride is installed and does the same, there are options related to this in the MSMA MCM, a setting so that you can avoid applying runny mascara twice if you are also running Nuka Ride). In general things should be pretty compatible, since the same FaceTints are used.
  • Added bimbo points as fuel for Emergency AP generation. You can even set how many BP to auto keep, if auto spending BP for AP, so you don't burn them all. Has its own tutorial and everything , just like the others.
  • Level 7 Bimbo's can no longer burn CVT stats to lower their Sex Attributes stats.
  • Corrected some bugs in deflation speed when inflated (estimates in the Bimbo cravings report on how long it will take to completely deflate were incorrect while resting or sleeping).
  • A smattering of other small bugfixes, like Codsworth should stay put more often when starting his dialogue lines about craving management, and not run away stopping the diaogue.

 

 

(0.7640)

  • 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). 
  • Becoming A Sex Attributes Slut now gives a larger bonus to Bimbo Progression. 
  • 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.



Initially I thought I could also do a typo correction and audio regeneration run pass on dialogues, but the above was too complex to have time for audio regen.

- reorganized page order in the MCM

MSMA_v0_7650.zip

 

Edit: now also on the main page. 

Edited by MSM_Alice
Posted

This is shaping up to be a great mod and I've gotten to the point where my first search of the day is to see if there's a new update. One thing I can't figure out is one of the (pseudo) soft requirements for it. I have searched through savage's site to no avail and cannot figure out where to find the "high headcount" version/addon. If it is not defunct and anyone can point me in the right direction, it would be appreciated. I apologize if this has been answered and I simply missed it. 

Posted
9 hours ago, MSM_Alice said:

0.7650 - Ok big update today. I spent almost the entire weekend working on the mod :D .   In theory mid-playthrough upgrade is possible, but because the big overhaul in the overlay management system, maybe a new game is best if you want things to be super clean.

 

  • Changed Overlay and Tattoo management system from for a UID-centric approach, to a overlay name centric approach.  This is to go around a bug in f4ee.dll from looksmenu,  related to Unique IDs for Overlays that are well.. not unique, and all operation done by UID can have unexpected results. This affects any mods that work with Overlays via their UIDs.  From the old recommended mods Scripted Cum Overlays and TatoosAfterRape use the UID method to remove overlays.  There should be a  lot less quirks about tattoos, and a lot less need to refresh them periodically.
  • Built an entire internal alternative to the functionality/idea of the great TattoosAfterRape mod within MSMA  from the ground up, because I just needed more gameplay functionality.
    • You have the settings for it in the MCM.  It can apply tattoos both at the end an aggressive AAF anim,  or also at the start  (chance configurable). 
    • The application at the end does not happen if Sexfight was on and was won (obviously), and only happens once for Violate scenes (not for each anim in the scene).
    • Raiders Mutants and Gunners use separate Overlay pools if possible, with tattoos themed for them. The content itself is still the one from Captive Tattoos 3.3, (and uses quite a lot of it, more variations).
    • There's a system that tries to limit repeats and overlaps, by looking for placement tags, and favours adding always new overlays that are tagged differently. It also has a limit to prevent the player from becoming too much  of scribble board.  Some overlaps would still happen eventually but overall it is more coherent.
    • Face Tattoos and front neck ones via face tints are also part of it and automatically applied (not just limited to body)
    • The ridiculous unflattering tattoos added by enemies also DO  have gameplay effects (just a little now, to be expanded din the future now that I manage the system directly, I can do a lot of things with it).
      • They can be managed separately from the nice tattoos from Marina,  without stepping on each other's toes (totally independent)
      • Having some of them on gives you some sexfight advantages , in general, (but more for the faction that added them  - stomaching them on does allow you to offset SexFight level handicaps due to Mind break, Dirty Skin, and so on).  How much effect per tattoo layer -- it is adjustable in the MCM. Sex scene reports will tell you exactly how much they are helping.
      • if they look too bad, you can pay marina BP to remove them for you.
  • Big optimizations on SexFight start up and shutdown, Script load should be lower, and things should be faster. 
  • Added an option to have running Mascara on orgasm on the face working (if Nuka Ride  is not installed).
    If Nuka Ride is installed and does the same, there are options related to this in the MSMA MCM, a setting so that you can avoid applying runny mascara twice if you are also running Nuka Ride). In general things should be pretty compatible, since the same FaceTints are used.
  • Added bimbo points as fuel for Emergency AP generation. You can even set how many BP to auto keep, if auto spending BP for AP, so you don't burn them all. Has its own tutorial and everything , just like the others.
  • Level 7 Bimbo's can no longer burn CVT stats to lower their Sex Attributes stats.
  • Corrected some bugs in deflation speed when inflated (estimates in the Bimbo cravings report on how long it will take to completely deflate were incorrect while resting or sleeping).
  • A smattering of other small bugfixes, like Codsworth should stay put more often when starting his dialogue lines about craving management, and not run away stopping the diaogue.

 

 

(0.7640)

  • 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). 
  • Becoming A Sex Attributes Slut now gives a larger bonus to Bimbo Progression. 
  • 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.



Initially I thought I could also do a typo correction and audio regeneration run pass on dialogues, but the above was too complex to have time for audio regen.

- reorganized page order in the MCM

MSMA_v0_7650.zip 19.89 MB · 0 downloads

 

Edit: now also on the main page. 

wow that's alot!  I know you can skip ahead in FSD so will look into that and start a new game as I really want to try all this stuff out!

Posted

I am also going to try this patch - its kinda old by the author said its still up to date since SC 1.3 was released.   The animations with Codsworth are not correct or broken most of the time and hope that his might fix it.

 

image.png.5690eec2c951aca1f58f4b9a115a4749.png

Posted (edited)
3 hours ago, Cloven said:

This is shaping up to be a great mod and I've gotten to the point where my first search of the day is to see if there's a new update. One thing I can't figure out is one of the (pseudo) soft requirements for it. I have searched through savage's site to no avail and cannot figure out where to find the "high headcount" version/addon. If it is not defunct and anyone can point me in the right direction, it would be appreciated. I apologize if this has been answered and I simply missed it. 

Thank you so much.

Those specific high headcount names that the validator looks for are from the Indarello Animation Patch
So latest Savage Cabbage+ Indarello, and you should be good to go. 

If you just install Savage Cabbage is just the 10 actor version of the anim.
With the indarello patch you get 6,7,8,9, and 10 actor. versions.

Good catch though, I will add the link to the main page optional installs , I was only listing Savage Cabbage in hard requirements, not Indarello's patch as an optional.

 

 

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

wow that's alot!  I know you can skip ahead in FSD so will look into that and start a new game as I really want to try all this stuff out!


You can also just do a parallel save to try these, don' t rush through good vanilla FSD content :D.

So far I don't make the Codsworth scenes in MSMA require anything dedicated/specific  in terms of anims, just ask aaf to use what anims are there for a Mr Handy + the player, and leave it up to the imagination of the player. 
Eventually when I learn more blender , I'll hope to build lore accurate custom anims for the scenarios mentioned in the dialogue.



So right now, anything that you have, either patched or not, stages or not, as long as it is for a Mr Handy and the player should work I think.

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


You can also just do a parallel save to try these, don' t rush through good vanilla FSD content :D.

So far I don't make the Codsworth scenes in MSMA require anything dedicated/specific  in terms of anims, just ask aaf to use what anims are there for a Mr Handy + the player, and leave it up to the imagination of the player. 
Eventually when I learn more blender , I'll hope to build lore accurate custom anims for the scenarios mentioned in the dialogue.



So right now, anything that you have, either patched or not, stages or not, as long as it is for a Mr Handy and the player should work I think.

that patch worked great - the entire set of scenes went start to finish in a smooth transition and alignment  I Highly suggest to try it and if it works for you put it as a suggestion if you plan on using Codsworth's help

 

edit: that was with SC 1.3 and if using UAP to unselect SC as they are staged already and its backward compatible so you do not need older versions

Edited by Mimirue17
Posted
22 minutes ago, Mimirue17 said:

that patch worked great - the entire set of scenes went start to finish in a smooth transition and alignment  I Highly suggest to try it and if it works for you put it as a suggestion if you plan on using Codsworth's help

 

edit: that was with SC 1.3 and if using UAP to unselect SC as they are staged already and its backward compatible so you do not need older versions


Added additional hints on the main page description, related to this: 

image.png.a32ca3d9feccd0a266967356b1a03364.png

 

 

 

Posted (edited)
22 minutes ago, MSM_Alice said:


Added additional hints on the main page description, related to this: 

image.png.a32ca3d9feccd0a266967356b1a03364.png

 

 

 

I find the SA hud very useful - especially if you have AP help turned on for willpower and self esteem.   It does have a patch that is needed and its in the comment section - I will see if I can find it

 

Edit: here is the hud update - I use it and works - though its stuck in the upper left and is not movable so some people might not like it.

 

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

I find the SA hud very useful - especially if you have AP help turned on for willpower and self esteem.   It does have a patch that is needed and its in the comment section - I will see if I can find it

 

Edit: here is the hud update - I use it and works - though its stuck in the upper left and is not movable so some people might not like it.

 


Thank you. I will leave this for them to discover.:D

I have it installed in the NG set-up but not on my OG set-up, and over time I found myself liking more the mystery of not knowing fully precisely what resources for AP generation are left at all times via a HUD indicator.
Sex attributes has that screen that can be hot keyed too, so it is not that they are THAT hidden.

Edited by MSM_Alice
Posted (edited)

I posted on the discord yesterday, but it looks like you respond on the forums more often, so I'll repost here.  I had asked before about NAF support as I was having some issues then.  I can now report that it was just operator error and not understanding how the sexfight mechanic woks.  NAF is not an issue if others are questioning, it works with all the same animation packs, etc.  MSMA mod adds a great new gameplay mechanic and I think it is very cool, it will probably be a part of my list going forward.

 

Now for a couple questions.  First which I asked yesterday on Discord.  Is there a possibility of getting a hotkey for toggling sexfight killing?  It's just clunky to go into the device menu to have to turn it on when needed with hostile enemies.  I like that the paralysis/frenzy is easy to toggle and turns killing off, but hitting the key doesn't turn them both back on, just paralyze/frenzy come back on.

 

The next one has to do with the new tattoo functionality. Does it make Tattoos After Rape obsolete and could I then remove it from my list?  I just want to make sure both don't apply with your new system and the old tats after rape mod or know if I can free up the TAR ESP space.

 

Thanks and once again, really cool mod, glad I gave it another go with NAF and learned how it works.  I will also say it works with Just Business for target acquisition as well.  I dropped into Hangman's Alley after tagging the Boss raider that I add through a raider overhaul with JB.  I proceeded to surrender right away, and then fuck the entire group of them to death, except Hangman herself who I tagged.  She didn't die, she went into the surrender state sitting on the ground, ready to have collar snapped around her neck so she can make me some caps whoring in the alley.  The rest are dead from sexy times. :)

 

image.thumb.webp.2b4a0784d6b45052e0924c7e84159cf4.webp

Edited by rilieAP
Posted (edited)
4 hours ago, rilieAP said:

I posted on the discord yesterday, but it looks like you respond on the forums more often, so I'll repost here.  I had asked before about NAF support as I was having some issues then.  I can now report that it was just operator error and not understanding how the sexfight mechanic woks.  NAF is not an issue if others are questioning, it works with all the same animation packs, etc.  MSMA mod adds a great new gameplay mechanic and I think it is very cool, it will probably be a part of my list going forward.

 

Now for a couple questions.  First which I asked yesterday on Discord.  Is there a possibility of getting a hotkey for toggling sexfight killing?  It's just clunky to go into the device menu to have to turn it on when needed with hostile enemies.  I like that the paralysis/frenzy is easy to toggle and turns killing off, but hitting the key doesn't turn them both back on, just paralyze/frenzy come back on.

 

The next one has to do with the new tattoo functionality. Does it make Tattoos After Rape obsolete and could I then remove it from my list?  I just want to make sure both don't apply with your new system and the old tats after rape mod or know if I can free up the TAR ESP space.

 

Thanks and once again, really cool mod, glad I gave it another go with NAF and learned how it works.  I will also say it works with Just Business for target acquisition as well.  I dropped into Hangman's Alley after tagging the Boss raider that I add through a raider overhaul with JB.  I proceeded to surrender right away, and then fuck the entire group of them to death, except Hangman herself who I tagged.  She didn't die, she went into the surrender state sitting on the ground, ready to have collar snapped around her neck so she can make me some caps whoring in the alley.  The rest are dead from sexy times. :)

 

image.thumb.webp.2b4a0784d6b45052e0924c7e84159cf4.webp

Hello, and thank you for the feedback, much appreciated!

Yes, I am on the forum a lot more than the Discord. 
There are two hot keys

- One stops the sexfight itself altogether.
- The other just stops the  bad outcomes for the NPCs ( but the sex fight itself, for the purpose of scoring affinity points or any other story reason, still works) 

The ones that stops the bad outcomes of the npc stops everything: Paralysis, frenzy, and killing, too, but only toggles on paralisys and frenzy, as killing is a more extreme, and that has to be turned on from the menu.

If I understand correctly, you just want that to toggle to turn killing back on, too, and not treat it as a special case. I can build a setting that makes it work that way. 
Yes, with the new system, since the most recent version,  you can toggle off Tats After Rape if you are happy with the system from MSMA. I do have to make a bit more fine-tuning (for instance, if you use the settings to get a tattoo both before and after an AAF scene, the "before" tattoo happens anew on each scene in a violate sequence,  which is not intentional).
It should happen just once for the entire violate sequence ( like the "after" setting, even if the violate sequence has more scenes).


It was a lot of work, but I am quite content on how it turned out, as I can make the ridiculous tattoos have more gameplay significance..  

 

Edited by MSM_Alice

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