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Posted
4 hours ago, MSM_Alice said:

If there are standard morphs in Fusion girl and CBBE for erect nipples I for sure could activate them.  In certain conditions. 

 

That sounds so cool, I took the time to do it. Here's my script with the morphs for CBBE and FG, and no, it shouldn't affect your system + mine (I'll implement it in Slavers for specific missions and moments).

 

 

 

Keyword property _CS_Morph_Nipples Auto 
GlobalVariable Property _CS_SetNipples_Global Auto Const 
GlobalVariable Property _CS_MorphFactor_Nipples Auto Const 

Function SetNipples(Actor Ao, Bool bstate)
If _CS_SetNipples_Global.GetValueInt()==1; player want this mode, enabled in MCM
float myfactor =  (_CS_MorphFactor_Nipples.GetValue() as float *0.1); my global has a '5' default value
	
	If bstate == true
		if ( Game.isPluginInstalled( "CBBE.esp" ) ) 
			BodyGen.SetMorph(Ao, true, "NippleLength", _CS_Morph_Nipples, myfactor)
			BodyGen.UpdateMorphs(Ao)
			Debug.Notification("Your nipples have become hard!")
		Else ;FUSION GIRL

			BodyGen.SetMorph(Ao, true, "Nipples Length", _CS_Morph_Nipples, myfactor)
			BodyGen.UpdateMorphs(Ao)
		EndIf 

	Else
		BodyGen.RemoveMorphsByKeyword(Ao, true,_CS_Morph_Nipples)
		BodyGen.UpdateMorphs(Ao)
	EndIf 	


EndIf 
EndFunction 

 

 

 

 

Posted
10 hours ago, skyrimfet said:

Dear @MSM_Alice I really like this mod!
I think it could be a cool feature if, as the level increases, there were some facial expressions, or for example, at higher arousal levels you could hear things like faster breathing, soft moans, nipples becoming erect, etc. I’m not sure how easy it would be technically to add some idle poses, but it would give a nice sense of progression.
And even though I’m not entirely a fan of it myself, I think some giggles triggered by certain events could also be interesting :3

Thank you so much again for playing, for and the feedback, and to @JB. for already sharing the code to do so :). Much appreciated.

Posted (edited)
4 hours ago, Nuka Cherry said:

 

Ahha, that explains it. The violate incident coincided with a combat stalkers (SKK mod) spawn of a raider patrol. Thanks, that is easy to ignore as it is unlikely to happen.

 

Still, it would be better if I could pinpoint the cause with accuracy, and treat it elegantly, but I've been having trouble reproducing the issue. Will look over the code again, with the context of some new actors spawning around, and try to figure out how the dominos cold fall. 

If any oddities happens again past 0.7680, let me know as it means the additional checks I've put in starting with 0.7680 are not enough/work for your specific case.


 

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

here is the papyrus for my 1st run with 680.   Involves the 4 raiders near vault 111 who are my test subjects each play through :P

 

Edit: Updated windows 11 to latest version, reinstalled/updated AMD chipset and Adrenaline drivers before this run.

 

Papyrus.0.log 616.9 kB · 1 download

Thank you for sharing it.
Looking at it I realized I forgot to add Scripted face tints for the list of requirements (needed for the face  abusive tattoos, and for the messed up makeup system) 
Scripted Face Tints (SFT) at Fallout 4 Nexus - Mods and community

Added now

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

Dear @MSM_Alice I really like this mod!
I think it could be a cool feature if, as the level increases, there were some facial expressions, or for example, at higher arousal levels you could hear things like faster breathing, soft moans, nipples becoming erect, etc. I’m not sure how easy it would be technically to add some idle poses, but it would give a nice sense of progression.
And even though I’m not entirely a fan of it myself, I think some giggles triggered by certain events could also be interesting :3


The more I think about it the more I feel this needs to be part its own proper sub-system, of handling arousal related effects out of an AAF scene, not just some effects at higher arousal. The speed of change in arousal itself could also be a factor. If it varies a lot over a short period of time could be a separate trigger in itself, than if the change occurs over a longer period of time. 

I could be linked to
- SA Arousal or
- active bimbo cravings, percentage of
- Inflation/overinflation status

Or maybe indirectly, number of active cravings, or inflation, acts as an arousal booster factor, that leads to the arousal related effect system.
Might be cleaner architecturally than to have a bunch of concurrent systems drive the same effects/morphs


Expressions, morphs, occasional sounds, maybe even some redness in the cheeks.
Not sure how to go about idle poses, I don't know enough about them yet, but will try and figure it out.
But thanks again for shining a light on this.

 

 

 

To order my thoughts

 

  • - Arousal effect system (new entry :D
  • - Basic functionality of the extra planar tribunal intervention (intercepting player bleed out/death events, and saving the player from death, at a cost.)
  • - Basic functionality in actual location of the De-Bimbo School
  • - a first iteration of hairdoos and makeup management at Marina
  • - a new pass on dialogues and voice generation, specifically the Marina dialogue system and (really want Marina to see your status and react differently to changes whenever you visit, and to be open to have deeper chats on her terrace about all the changes that the player is going through and what they mean, practically and psychologically. Like if you pass by her after being abused by Piete's cocku-bots she should definitely react to the player's inflation and status with a custom scene/dialogue.)

 

Are the main milestones until MSMA 1.0 / Prelude phase being called done.

Then work starts on act one with  SJ's settlement and dildo factory (settlement start as a carbon copy ofof pre war Sanctuary, and the factory I might re-use the Vault 69 interior)  Vault 69 - Modder's Resource - Downloads - Fallout 4 Adult & Sex Mods - LoversLab , 

 



The story logic behind why the settlement is a carbon copy of pre-war Sanctuary Hills is the following: 

Implanted player was always key to SJs rebuilding plan, as he knows more about the latent implant powers that has been revealed so far. 
Mister SJ had thought a lot how to best thaw out the player and draw them as an ally to his side,  and minimize the shock of waking up in this grim future, so he surmised waking up in a familiar location would be the best bet.  So he had his construction bots, same one rebuilding his dildo factory,  replicate the player's pre-war neighborhood in a limited fashion, so minimize the shock upon waking up. It helped that before the war a lot of construction was done by robots and was thus downloadable and fairly templated. 
He did not foresee that he too will be betrayed,  his funds would dry out faster than anticipated, AND the cryo malfunction in vault 111 would happen (just days before the inauguration on the Prewar Sanctuary replica.).
 

The reason he came all the way with the big truck is that he assumed he'd be transporting the player back still frozen, in the cryopod, and he would control the entire wake-up process. But he was betrayed by most of his old team (except Marina and a few others) . The truck didn't just break down, it was deliberately sabotaged.  So plans had to change.

Edited by MSM_Alice
Posted

Quick post while cat sitting on my arm:

1: This is kinda awesome, and the base system has exciting prospects in so many applications (Latex Collar Curse, NR, prostitution mods, and Raider Pet jump instantly to mind)

 

2: Feels like there has to be a better way to adjust combat rather than a flat dam/accuracy debuff, maybe the fear effects from SA or the legendary +dam effects in reverse? This would help with wandering around and running into enemies you just don't want anywhere near your privates (Ghouls, insects, etc) or that don't have anims (Brahmin, Radstag, anything Mutant Menagerie)

 

3: Torn on the price gouging, might be better to disable that until the bimbo trading system comes online? As opposed to the experience loss, that I loathe but it auto started.

 

4: Might want to go easy on the black screen load movements, I kept getting crashes from them (big mod list, added a few more for testing so it may just be me, or the "Triangle of death" effect of using Sanc/V111 cells). Wedge was particularly crash-happy so perhaps putting a doorbell that puts you in a cloned Vault cell would be more stable than the current teleport and spawn crew method?

 

5: I did indeed get multiple deatharray desync in 7680, in some instances from attacks on violators but also the kill/paralyse effect just doesn't fire so it may also be a script lag issue? Strangely, I also somehow got a Bound in Public from my first raider encounter, but the blackscreen cancelled into a mid-progress scene with the raider's dog, so not sure if any of this will help narrow down the problem. Also glitched Dogmeat, sadly.

 

6: I can't think of any mod that actually lets you choose your act so getting shafted by RNG (lol) is more likely than satisfying cravings

 

7: How exactly do you foresee this being played? Given you're leaning on the vanilla story heavily right now, the chances to level up and practice before the museum are limited, and in my case I went to the raider camp east of Sanc first where the dog and sole surviving raider managed to give me Dog Perversion 3 in one event! I'm experimenting with different play styles but so far it seems likely to involve a lot of waiting and naps.

 

Cat gone, back to the game, love your work and look forward to future iterations!

Posted (edited)
1 hour ago, JemappelleRedacted said:

Quick post while cat sitting on my arm:

1: This is kinda awesome, and the base system has exciting prospects in so many applications (Latex Collar Curse, NR, prostitution mods, and Raider Pet jump instantly to mind)

 

2: Feels like there has to be a better way to adjust combat rather than a flat dam/accuracy debuff, maybe the fear effects from SA or the legendary +dam effects in reverse? This would help with wandering around and running into enemies you just don't want anywhere near your privates (Ghouls, insects, etc) or that don't have anims (Brahmin, Radstag, anything Mutant Menagerie)

 

3: Torn on the price gouging, might be better to disable that until the bimbo trading system comes online? As opposed to the experience loss, that I loathe but it auto started.

 

4: Might want to go easy on the black screen load movements, I kept getting crashes from them (big mod list, added a few more for testing so it may just be me, or the "Triangle of death" effect of using Sanc/V111 cells). Wedge was particularly crash-happy so perhaps putting a doorbell that puts you in a cloned Vault cell would be more stable than the current teleport and spawn crew method?

 

5: I did indeed get multiple deatharray desync in 7680, in some instances from attacks on violators but also the kill/paralyse effect just doesn't fire so it may also be a script lag issue? Strangely, I also somehow got a Bound in Public from my first raider encounter, but the blackscreen cancelled into a mid-progress scene with the raider's dog, so not sure if any of this will help narrow down the problem. Also glitched Dogmeat, sadly.

 

6: I can't think of any mod that actually lets you choose your act so getting shafted by RNG (lol) is more likely than satisfying cravings

 

7: How exactly do you foresee this being played? Given you're leaning on the vanilla story heavily right now, the chances to level up and practice before the museum are limited, and in my case I went to the raider camp east of Sanc first where the dog and sole surviving raider managed to give me Dog Perversion 3 in one event! I'm experimenting with different play styles but so far it seems likely to involve a lot of waiting and naps.

 

Cat gone, back to the game, love your work and look forward to future iterations!


Thank you for the detailed thoughts :)
Actually this reminded me of cats, I went and fed my 6 yard cats as well :D
Well "my" is a big word, they are just cats from around who have adopted my backyard as their lounging spot.


Editing and writing a more detailed answer... 

1. Thank you!

2. Hmm. I will give it more thought. Some of that (feral ghouls and such) can for sure  be adjusted by just turning off those races in Violate.
(that's how I do it).

3. Hmm... I did build a "fence" around that XP loss system so I can turn it off or on as needed for the Horizon mod. 
Adding a toggle for it is a lot easier now than it was before, but it would made the "reduce Depravity XP losses" bonuses from craving management or wearing appropriate gear be rather meaningless. 

4. Hmmm never had issue with it.... as I just do a player.moveto command in those cases, nothing fancy. 

Wedge's crew are not  spawned ( aside for Piete's cockubots, and maybe the filming camera), they actually unique actors placed there in the editor  I just "Enable/Disable" them as needed. 
Maybe I need to tell the engine I am about to enable them so it reloads them too?

Do you have any papyrus logs and buffout4 crash longs from those moments ?
The black screen is how the Fallout engine handles moveto commands if the distance is above a certain value, but if something about it is problematic, maybe I can change the flow so the player has to walk there on their own two feet, and press an activator button on a  time-limited doorbell type item. 



5. Will probably have to put more payrus log traces to understand what happens, and why some violate scenes can end without the punish function to be called at the end.
A few versions back I rewrote a fair amount of the MSMA- Violate interactions to reduce script load / script lag,
Some new bugs might have snuck in. 


MSMA does not initiate itself any AAF scenes on Violate surrender, that is all Violate, all that MSMA does indirectly is change some specific settings in the violate settings, :
- setting for act general time duration
- setting for  likelihood of gangbang
- setting have LESS ( not more) bad effects on violate end, if all aggressors (or most) were punished.. 
 
Nothing related to Bound in public though setting though . If violate itself triggered a "bound in public scenario" but still called a scene with the rider dog, that was likely not a decision/function call  made by MSMA.
In what way did it glitch dogmeat ?
Was dogmeant a follower at that time? And was  set as able to participate in violate scenes? 
do you have the papyrus script of that ?


7. Hmm I have has no trouble going straight in Concord and saving Preston, (even when using a  leveled up enemies mod sprinkled across the vanilla ones by a mod with harder enemies throughout (the one that places "hellraiser rioters"  in Concord) ). 
I do make an earnest effort to shoot them though, so I don't have to sexfight ALL of them at their full health. Just the ones that remain. And in their damaged state they have lower ap costs in sexfight.
Do you have any mods that artificially raise  levels of enemies?
The enemy levels vs your level matters (a lot).
The raiders in concord are pretty low level, maybe the one with the dog you mentioned was  higher level?
Yes the implant will cause you to accumulate perversions easier in depraved acts, especially if mind-broken,, and acts with a dog are consider more depraved than with a human, but Marina also makes it easier to cure those perversions too: Go to marina, get hypnotic trigger, go to Codsworth, get galactic orgasm ( assuming you do have at least one active craving). Perversion cured. 
Perversions also auto cure on bimbo level up.

The way I beat the concord raiders each time without fail, on default settings  them is that I make sure: 
: i get at least my nails done at Marina
: i get hypersexualized level 0 clothing from Marina.
: i get the tongue piercing from Marina

: I get a nice tattoo from marina, if  I want a higher chance to deal with them one by one, and not be gangbanged  ( usually means i don' t get the long nails too because player only starts with 3 bimbo points, so needs to make some choices.)
: i only really need to load up on alcohol as a helper for the over-leveled ones, the vanilla ones are really easy.  if I would also use alcohol they would be a total push-over.  If however did nothing of these preparations,  things would have been far more challenging.

If for some reason,  do get bested on the first try ( if I lose on purpose)  , usually means I have a few extra bimbo points after that failed attempt i go back to marina, clean up, add an accessory or two, use my implant to max out self esteem and willpower,  and to make sure arousal and sex addiction are as low as possible ( all of them can be fuel for alternate AP generation) , then go back try again.
In sexfight, aswering the challenge as fast as you can is key. Not all challenges answered on time are the same. If you answer it faster vs if you answer it slower it matters A LOT.
IF you figure out the cadence , and sync your response at the same time with the challenge appearing that's like a "critical hit"  ( the effect can be 3x or 4x that of  a normal "late-ish" answer).


Going a bit deeper on the  vanilla story link: that right now tha tlink is literally just the Sanctuary building up side-quest with wedge.  (which is optional). There is no other direct link with the vanilla story. 
I don't  want to disable the vanilla story, or to prevent progress in it in parallel, and some side quest that add salt and pepper to it via bimbo solves are interesting to entertain, but  traveling with Marina and SJ to their settlement and following the story of the dildo factory is on a totally separate track, that does not even require the player to go to Concord.

Creating this sanctuary helper buildup quest was more of a learning experience for me on how to learn to do stufft, a interesting detour/side quest, but is not a hard requirement for the main story of MSMA. 


Thank you again for the feedback!

Edited by MSM_Alice
Posted
1 hour ago, JemappelleRedacted said:

Quick post while cat sitting on my arm:

1: This is kinda awesome, and the base system has exciting prospects in so many applications (Latex Collar Curse, NR, prostitution mods, and Raider Pet jump instantly to mind)

 

2: Feels like there has to be a better way to adjust combat rather than a flat dam/accuracy debuff, maybe the fear effects from SA or the legendary +dam effects in reverse? This would help with wandering around and running into enemies you just don't want anywhere near your privates (Ghouls, insects, etc) or that don't have anims (Brahmin, Radstag, anything Mutant Menagerie)

 

3: Torn on the price gouging, might be better to disable that until the bimbo trading system comes online? As opposed to the experience loss, that I loathe but it auto started.

 

4: Might want to go easy on the black screen load movements, I kept getting crashes from them (big mod list, added a few more for testing so it may just be me, or the "Triangle of death" effect of using Sanc/V111 cells). Wedge was particularly crash-happy so perhaps putting a doorbell that puts you in a cloned Vault cell would be more stable than the current teleport and spawn crew method?

 

5: I did indeed get multiple deatharray desync in 7680, in some instances from attacks on violators but also the kill/paralyse effect just doesn't fire so it may also be a script lag issue? Strangely, I also somehow got a Bound in Public from my first raider encounter, but the blackscreen cancelled into a mid-progress scene with the raider's dog, so not sure if any of this will help narrow down the problem. Also glitched Dogmeat, sadly.

 

6: I can't think of any mod that actually lets you choose your act so getting shafted by RNG (lol) is more likely than satisfying cravings

 

7: How exactly do you foresee this being played? Given you're leaning on the vanilla story heavily right now, the chances to level up and practice before the museum are limited, and in my case I went to the raider camp east of Sanc first where the dog and sole surviving raider managed to give me Dog Perversion 3 in one event! I'm experimenting with different play styles but so far it seems likely to involve a lot of waiting and naps.

 

Cat gone, back to the game, love your work and look forward to future iterations!

Added the edited BIG answer above :)
Not sure if I @you in the edit, actually pings you to see it, so posting another reply. 

Posted (edited)

I've been reading more on Papyrus and latent function calls, and I think I have a better grasp on modifying the architecture to reduce script lag. 

So far what I knew was 

a.  Running a latent function in a script pauses the entire script (any function that contains a Utility. Wait() call or a MessageBox() or similar becomes a latent function). 
b.  each script runs on its own stack multithreaded (when a script is paused, the others can still run) 

 

Those ARE true, but what I didn't know (and think I am realizing now) is that

c.  if from script A I invoke a latent function in script B, EVEN IF NOT WAITING FOR ANY RETURN PARAMETER FROM THAT FUNCTION in script B,  there is no " fire and forget",  that still pauses the stacks of both script A and script B (unless called indirectly via a CallFunctionNoWait call on a script object, and passing on its parameters as a var array, in which case it runs only on Script B's stack, and script A is free to move on with its life.)

I was passing tasks that involved waiting, to different scripts running on their separate stack, via regular inter-script function calls, fully expecting that to not block the caller script, if I am not requesting a return parameter from that function.  But that's now how things work in papyrus. 

If I want to pass latent tasks to other script, and make it a true " fire and forget" I must either: 
A.  Use  CallFunctionNoWait("FunctionName"... parameters as var) or 


B. Use regular inter script function calls but call a  " scheduler" non latent intermediate function in the other script instead, that simply schedules the real latent function execution via something like an an OnTimer event or do a RegisterForSingleUpdate, and do that on the next update. 


FML.

Edited by MSM_Alice
Posted

I actually love this mod for how it effects the gameplay process.   

 

I use Raider Overhaul which makes raiders much stronger so even the ones at Concord are not pushovers.   I normally build up Sanctuary all the way (I have done the Wedge stuff enough that I do not bother with it and in fact rarely actually rescue those losers just get the bobble head and leave them there) and use that process to level to around 6-8 depending on how big I am shooting for.   I initially cheat a little (only a few at start until I get some experience and judge what levels the raiders are) and add Pinkies (think Marina should sell these for caps or BP - the preserved ones of course) make black coffee (from the CHEF mod - boosts AP regen) and wine (for really hard fights).   I then make an outfit - either with EasyGirl or VTaw outfits and aim for at least 3 pieces with the ability to make them light (adds 2-5 AP per piece) and add HyperSexualized to boots/heels.   The other ones have defensive weaves added to them for some protection.   I love the option to keep those items at correct level with Marina as you raise your bimbo game. 

 

Every fight I have to make the decision to fight or sexfight depending on how many and what level.   I prepare by pinkies, coffee and get drunk if I think I might not be able to win.    I limit myself to small arms (roleplaying here but would be interesting if your carry weight got nerfed the higher your bimbo rating).   Really hard mobs are almost impossible to fight the guns blazing way.   I carry a ton of chems to help out - dmg resists, time stops etc and gather as much as possible to make the higher versions at chem stations later on.   

 

Sadly my girl is usually in compromised state most of the time with all the heavy drug use on top of being horny all the time due to the implant (think it should make you more aroused then it does actually - to the point you would have to masturbate or use a toy if you ignored it for long enough - 24 hours at lower levels without sex and shorten time as you go up bimbo levels - it reminds you after all no ignoring the voices in your head!)   I like to use the provocative perk that will have you jump random people or creatures if you do not have sex in time (it also warns you beforehand) and also the bicycle one as I believe in a hands on approach to raise morale - and they all love (literally) when I show up to see how things are going.    So needless to say my body count each day is not normally an issue unless I get sidetracked building settlements for too long.    Can't wait to when you get around to adding the dildos from MHK (if you do that is) as they are great for size queen effects later on but also when you ignore your desires for too long.

 

In the end I usually prepare myself to handle the mobs the kinky way more often then not so always buy up alcohol and items to help and only use guns or weapons to lower the numbers a bit then surrender.

 

BTW I normally make outfits with VTaw utility mod as it allows Light builds - color changes or fishnet (my favorite for Raider Bimbo mode) and you can wear leather armor on arms and legs (minor defensive, ligher build options for AP) for the true Raider Queen Bimbo

Posted (edited)
1 hour ago, Mimirue17 said:

I actually love this mod for how it effects the gameplay process.   

 

I use Raider Overhaul which makes raiders much stronger so even the ones at Concord are not pushovers.   I normally build up Sanctuary all the way (I have done the Wedge stuff enough that I do not bother with it and in fact rarely actually rescue those losers just get the bobble head and leave them there) and use that process to level to around 6-8 depending on how big I am shooting for.   I initially cheat a little (only a few at start until I get some experience and judge what levels the raiders are) and add Pinkies (think Marina should sell these for caps or BP - the preserved ones of course) make black coffee (from the CHEF mod - boosts AP regen) and wine (for really hard fights).   I then make an outfit - either with EasyGirl or VTaw outfits and aim for at least 3 pieces with the ability to make them light (adds 2-5 AP per piece) and add HyperSexualized to boots/heels.   The other ones have defensive weaves added to them for some protection.   I love the option to keep those items at correct level with Marina as you raise your bimbo game. 

 

Every fight I have to make the decision to fight or sexfight depending on how many and what level.   I prepare by pinkies, coffee and get drunk if I think I might not be able to win.    I limit myself to small arms (roleplaying here but would be interesting if your carry weight got nerfed the higher your bimbo rating).   Really hard mobs are almost impossible to fight the guns blazing way.   I carry a ton of chems to help out - dmg resists, time stops etc and gather as much as possible to make the higher versions at chem stations later on.   

 

Sadly my girl is usually in compromised state most of the time with all the heavy drug use on top of being horny all the time due to the implant (think it should make you more aroused then it does actually - to the point you would have to masturbate or use a toy if you ignored it for long enough - 24 hours at lower levels without sex and shorten time as you go up bimbo levels - it reminds you after all no ignoring the voices in your head!)   I like to use the provocative perk that will have you jump random people or creatures if you do not have sex in time (it also warns you beforehand) and also the bicycle one as I believe in a hands on approach to raise morale - and they all love (literally) when I show up to see how things are going.    So needless to say my body count each day is not normally an issue unless I get sidetracked building settlements for too long.    Can't wait to when you get around to adding the dildos from MHK (if you do that is) as they are great for size queen effects later on but also when you ignore your desires for too long.

 

In the end I usually prepare myself to handle the mobs the kinky way more often then not so always buy up alcohol and items to help and only use guns or weapons to lower the numbers a bit then surrender.

 

BTW I normally make outfits with VTaw utility mod as it allows Light builds - color changes or fishnet (my favorite for Raider Bimbo mode) and you can wear leather armor on arms and legs (minor defensive, ligher build options for AP) for the true Raider Queen Bimbo

Super useful to learn details about how each person is playing.

In terms of negative effects of unattended cravings, most of them do have some stats affecting effects (it is not only the craving music :D ) .
Unless I forgot any, the individual stat effects for each ignored craving should all be mentioned in the cravings bimbo report that you can invoke with its hotkey).
Same with the positive effect if the craving is appeased.

Do I understand correctly that you'd want to see more effects than there are currently happening, and mostly ian increase in arousal?


I did consider Marina having a mini liqueur store, but in the end decided that there's plenty to be found around.
What are Pinkies?

 

1 hour ago, Mimirue17 said:

  I limit myself to small arms (roleplaying here but would be interesting if your carry weight got nerfed the higher your bimbo rating).   

That's what the weapon drop system is for. (which uses a chance differentiated by weapon weight)
If that is on and you'd try a minigun (and not in power armor) the weapon drop system would make sure that a high-level bimbo would drop it to the ground almost immediately. 


Carry weight is right now only nerfed when over inflated, but otherwise is unaffected.

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

Added the edited BIG answer above :)
Not sure if I @you in the edit, actually pings you to see it, so posting another reply. 

Ultra quick so I don't have to remember: Trauma 2, 200%+ outfit reduced to 126 by stripping, 10/10, target flashed orange and was declared "cooked"...they won somehow? Added a tat before we started too, rude of him -_-

TBC a little later

 

Edit 1:

They say no good deed goes unpunished, and don't try and fix what isn't broken...proved this handily tonight lol. Stripped out the most obvious Triangle of Death mods to give you better info and managed to, amongst other things, break looksmenu and your aid-class napkins. She ate them, bit odd even for a level 2 Bimbo lol. I suspect the aid-class is particularly susceptible to script issues, for example I've lost multiple Portable Scrap Machines and AN76 fishing rods when they just don't fire the expected action (inventory transfer and animation respectively), but having one decide to be food is a new one for me and might be related to me cheating them in with ESP viewer because my WOTC hasn't been working since I tried to get it to work in slot 61 a few months ago.

 

As to to the giant litany posts we both made:

Point 2: fair, but that still means you get knocked down (or possibly killed if the hit is hard enough) by a Bloatfly or an ersatz-Bloatfly (like a bee swarm from Menagerie), while travelling the roads. My initial thought also included hunting and foraging, but in retrospect that falls under the Bimbo play style so radstags and similar make sense as damage resistant targets.

 

Point 4 is probably related to how many edits are in that top sector, I had an experimental loadout with Ivy, Lima Outpost, America Rising, Depravity, Fusion City Rising, CS, MHK, Sim Settlements 2, and Sanity Framework 2 just off the top of my head. Ironically it crashed before I could talk to Sturges so I can't say if the thinned out list (5/9 removed) was any better, but I'll let you know and see if I can find logs...but I'll also say that it's probably going to be a very noisy log so it may not be of any use to you. I generally argue in favour of minor edits to shared spaces that move you to a mod-specific cell because in my experience as a user it's less failure prone.

 

Point 5a, may not have had 7680 after all, updated to 7690 now so I'll try that area again with the old setup, leading to 5b: if I had to guess, I'd say the issue was a script spaghetti monster. Collar Curse, Insanity, Violate, BiP, and MSMA all checking things at the same time, BiP sent Woofles to the gulag, Curse or Insanity threw a message box stalling out the loading screen, and Violate disabled the passive timer leading to another surrender and thus interrupting everything else. 100% not an MSMA problem, BUT it might be a causal relationship for the delayed/failed punishment issues. For example, I had a 3-5 minute gap between beating the guy mentioned in the pre-edit scenario and getting a threesome from the ones on the third floor, and the punishment triggered at the start of the scene despite me killing him 4min earlier with a rifle. Also, the script heavy deathclaw fight had lagged/failed punishments too.

 

Point 7 is a more nuanced conversation that will have to wait for tomorrow, my brain has, much like the game itself, given up for the night lol. 

Edited by JemappelleRedacted
Posted (edited)

A new version for testing (for now not putting it on the main page) with 
 

  • a lot more papyrus log traces around any potential desync in punish/death arrays, so it is easier to catch if it happens to anyone ever again.
  • a 100% Async (non latent) punish function call, for proper parallel execution. (if I do this for 2 more other key functions, it should considerably reduce script lag across the board).
  • Added option to allow walk-ins in the SexFight list, if new aggressors just wander by who were not there at the start and were added by Violate after the first scene, they will now also be added by the SexFight lists.  (settable in sexfight settings). Now it is default 0 (as before) but probably should be 1 to avoid arrays desync in those edge cases.
  • Bimbo Level ups  shouldn't be initiated in the middle of a dialogue scene anymore, they will wait until the dialogue is done.
     
  • Added a " Challenge selector mode" for challengers, in multi-actor scenes, settable in SEXfight page in the MCM ( normally these would be Bimbo Mantra Skills unlocked in the story, not a MCM setting) 
    • 0 - Random (the default so far) 
    • 1 - Random, exclude cooked
    • 2 - Loop 
    • 3 - Loop, exclude cooked
    • 4 - Focus on next uncooked until he is cooked, only then move to the next.
       

@JemappelleRedacted if you want to do a new test, best use this one, or later ones.

MSMA_v0_7692.zip

Edited by MSM_Alice
Posted

Haven't had much time to game, so no testing feedback, but still wanted to say that all of the hard work you're putting into this mod is VERY appreciated, thanks for it all, Alice!

Posted

so found the reason I was getting so many amdxx64.dll errors.   It turns out SA Hud was the cause.   Going through many threads about what could cause this error besides a bad driver, bad hardware etc the most pointed to thing was ANY overlay being used.   Did not think that was common but tried it and no longer see amdxx64.dll on probable stacks in buffout 4 logs.   Old games like this are simply not the same as modern games it seems when it comes to things that cause crashes.

Posted
9 hours ago, MSM_Alice said:

 

@JemappelleRedacted if you want to do a new test, best use this one, or later ones.

 

Updated and returned to save from last night (also found WOTC patch that worked, so that was nice), everything was fine until the Nuka Rush scene. I was severely outclassed, but I didn't see any challenges (potentially because of the repeated Galactic Orgasms washing out the screen). The crash after Pete's betrayal was reasonable given that hey, it's Fallout, but the Papyrus log had these tidbits at the end. Going to swap back to the experimental save to see if it fixes looksmenu.

 

Spoiler

[08/01/2025 - 10:13:07AM] MSMADebug: AAF spindown continues graciously, we got to  StopParallelNPCScene : SCene indec  0. Subscene :0 .  time since Spindown started: 0.900879
[08/01/2025 - 10:13:08AM] FPA_Main OnPlayerSex: wasRape True baseWearAmount 20.000000 wasOral True wasVaginal True wasAnal True
[08/01/2025 - 10:13:09AM] FPA: Decreasing self esteem by:  21.000000
[08/01/2025 - 10:13:09AM] FPA: New self esteem value: 0.000000
[08/01/2025 - 10:13:09AM] error:  (FF007DA3): cannot find variable named bHumanoidFootIKDisable.
stack:
    [ (FF007DA3)].Actor.SetAnimationVariableBool() - "<native>" Line ?
    [AAF_MainQuest (09000F99)].aaf:aaf_mainquestscript.OnUnlockActor() - "AAF_MainQuestScript.psc" Line 1436
[08/01/2025 - 10:13:16AM] [RaiderPet] Player Old Location = [Location <Vault111Location (0001F3FE)>] New Location = [Location <CommonwealthLocation (00002CF0)>]
[08/01/2025 - 10:13:16AM] error: Unable to call EnablePlayerControls - no native object bound to the script object, or object is of incorrect type
stack:
    [None].InputEnableLayer.EnablePlayerControls() - "<native>" Line ?
    [MSMA_Bimbo_Min01 (DE030A51)].msma:msma_min01bimbo.EndFuckForCapsPiete() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\MSMA_Min01Bimbo.psc" Line 1956
    [MSMA_Bimbo_Min01 (DE030A51)].msma:msma_min01bimbo.::remote_AAF:AAF_API_OnAnimationStop() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\MSMA_Min01Bimbo.psc" Line 2614
[08/01/2025 - 10:13:16AM] error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
    [None].InputEnableLayer.Delete() - "<native>" Line ?
    [MSMA_Bimbo_Min01 (DE030A51)].msma:msma_min01bimbo.EndFuckForCapsPiete() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\MSMA_Min01Bimbo.psc" Line 1957
    [MSMA_Bimbo_Min01 (DE030A51)].msma:msma_min01bimbo.::remote_AAF:AAF_API_OnAnimationStop() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\MSMA_Min01Bimbo.psc" Line 2614

 

Posted (edited)
5 hours ago, JemappelleRedacted said:

Updated and returned to save from last night (also found WOTC patch that worked, so that was nice), everything was fine until the Nuka Rush scene. I was severely outclassed, but I didn't see any challenges (potentially because of the repeated Galactic Orgasms washing out the screen). The crash after Pete's betrayal was reasonable given that hey, it's Fallout, but the Papyrus log had these tidbits at the end. Going to swap back to the experimental save to see if it fixes looksmenu.

 

  Reveal hidden contents

[08/01/2025 - 10:13:07AM] MSMADebug: AAF spindown continues graciously, we got to  StopParallelNPCScene : SCene indec  0. Subscene :0 .  time since Spindown started: 0.900879
[08/01/2025 - 10:13:08AM] FPA_Main OnPlayerSex: wasRape True baseWearAmount 20.000000 wasOral True wasVaginal True wasAnal True
[08/01/2025 - 10:13:09AM] FPA: Decreasing self esteem by:  21.000000
[08/01/2025 - 10:13:09AM] FPA: New self esteem value: 0.000000
[08/01/2025 - 10:13:09AM] error:  (FF007DA3): cannot find variable named bHumanoidFootIKDisable.
stack:
    [ (FF007DA3)].Actor.SetAnimationVariableBool() - "<native>" Line ?
    [AAF_MainQuest (09000F99)].aaf:aaf_mainquestscript.OnUnlockActor() - "AAF_MainQuestScript.psc" Line 1436
[08/01/2025 - 10:13:16AM] [RaiderPet] Player Old Location = [Location <Vault111Location (0001F3FE)>] New Location = [Location <CommonwealthLocation (00002CF0)>]
[08/01/2025 - 10:13:16AM] error: Unable to call EnablePlayerControls - no native object bound to the script object, or object is of incorrect type
stack:
    [None].InputEnableLayer.EnablePlayerControls() - "<native>" Line ?
    [MSMA_Bimbo_Min01 (DE030A51)].msma:msma_min01bimbo.EndFuckForCapsPiete() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\MSMA_Min01Bimbo.psc" Line 1956
    [MSMA_Bimbo_Min01 (DE030A51)].msma:msma_min01bimbo.::remote_AAF:AAF_API_OnAnimationStop() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\MSMA_Min01Bimbo.psc" Line 2614
[08/01/2025 - 10:13:16AM] error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
    [None].InputEnableLayer.Delete() - "<native>" Line ?
    [MSMA_Bimbo_Min01 (DE030A51)].msma:msma_min01bimbo.EndFuckForCapsPiete() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\MSMA_Min01Bimbo.psc" Line 1957
    [MSMA_Bimbo_Min01 (DE030A51)].msma:msma_min01bimbo.::remote_AAF:AAF_API_OnAnimationStop() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\MSMA_Min01Bimbo.psc" Line 2614

 

Thank you so much for testing and providing context. 

Can you provide the entire papyrus log, or a larger chunk before the end? Would love to understand what had happened up to that point to see  if it specific to MSMA. 
Buffout 4 crash log too if possible.

 

 


After Piete's betrayal the player is supposed to wake up in the nearby abandoned trailer on one of the two chairs there,  from the vanilla game, but maybe that specific chair is not there in your mod loadout.

 

The reason I had Sturges warn the player that Wedge, Vicks were basically likely manipulated into a drugged state by Piete, with a new drug they knew very little about, and that might make this scene hard to win, is because that stage is meant to be difficult (if not impossible) to beat by a Bimbo level 0 or 1, and make the player reconsider the wisdom of pressing on beyond that point.

Even a bimbo level 2 needs to be prepared for stage (using bimbo gear, having had some accessories unlocked to increase appearance score, and some "burnable" stats for emergency AP generation to spare).
- If bimbo level 0 or 1, that stage is meant to overwhelm the player (maybe not impossible to pass at lower bimbo levels if tweaking every possible stat to the max, but not par for the course).
- Bimbo level 2 and 3 are doable with a bit of preparation.
- If bimbo level 4+ and maybe even tipsy, it would be rather trivial.

 

By this moment, the player probably has seen quite a few benefits of indulging into the bimbo state, had rebuilt Sanctuary to a decent state in bimbo ways, maybe even gotten the optional generator and antenna, maybe that's enough.
Maybe staying greedy and wanting more will have consequences.


Piete's open betrayal after that though is supposed to be unbeatable except maybe a tricked out max level bimbo, and even then, questionable...
We'll meet Piete as and his cockubots again in Tome 2. "Rise of the cockubots". This just prefaces/sets up his villain arch :D .

The betrayal episode should be so intense that, even on its own, should trigger a full bimbo level up, if the player was bimbo level 0, 1 or maybe even 2 going in, they will come out of it a Bimbo level 1 or 2, or even 3, respectively. 

When the extra planar tribunal is done and active (the saveflow mechanics described on the first page), Piete's betrayal is a key story event that, once happened for a bimbo, it is mandatory across all that bimbo's savegames.  The extra planar tribunal will not let you "erase" what had happened there by going back to a earlier save game.  If you do, they will see that, and put you on trial, and likely will put you though that episode (or worse) again.

Edited by MSM_Alice
Posted
9 hours ago, Onedrift said:

Haven't had much time to game, so no testing feedback, but still wanted to say that all of the hard work you're putting into this mod is VERY appreciated, thanks for it all, Alice!

Thank you! :D❤️

Posted
2 hours ago, MSM_Alice said:

Thank you so much for testing and providing context. 

Can you provide the entire papyrus log, or a larger chunk before the end? Would love to understand what had happened up to that point to see  if it specific to MSMA. 
Buffout 4 crash log too if possible.

 

  Reveal hidden contents


After Piete's betrayal the player is supposed to wake up in the nearby abandoned trailer on one of the two chairs there,  from the vanilla game, but maybe that specific chair is not there in your mod loadout.

 

The reason I had Sturges warn the player that Wedge, Vicks were basically likely manipulated into a drugged state by Piete, with a new drug they knew very little about, and that might make this scene hard to win, is because that stage is meant to be difficult (if not impossible) to beat by a Bimbo level 0 or 1, and make the player reconsider the wisdom of pressing on beyond that point.

Even a bimbo level 2 needs to be prepared for stage (using bimbo gear, having had some accessories unlocked to increase appearance score, and some "burnable" stats for emergency AP generation to spare).
- If bimbo level 0 or 1, that stage is meant to overwhelm the player (maybe not impossible to pass at lower bimbo levels if tweaking every possible stat to the max, but not par for the course).
- Bimbo level 2 and 3 are doable with a bit of preparation.
- If bimbo level 4+ and maybe even tipsy, it would be rather trivial.

 

By this moment, the player probably has seen quite a few benefits of indulging into the bimbo state, had rebuilt Sanctuary to a decent state in bimbo ways, maybe even gotten the optional generator and antenna, maybe that's enough.
Maybe staying greedy and wanting more will have consequences.


Piete's open betrayal after that though is supposed to be unbeatable except maybe a tricked out max level bimbo, and even then, questionable...
We'll meet Piete as and his cockubots again in Tome 2. "Rise of the cockubots". This just prefaces/sets up his villain arch :D .

The betrayal episode should be so intense that, even on its own, should trigger a full bimbo level up, if the player was bimbo level 0, 1 or maybe even 2 going in, they will come out of it a Bimbo level 1 or 2, or even 3, respectively. 

When the extra planar tribunal is done and active (the saveflow mechanics described on the first page), Piete's betrayal is a key story event that, once happened for a bimbo, it is mandatory across all that bimbo's savegames.  The extra planar tribunal will not let you "erase" what had happened there by going back to a earlier save game.  If you do, they will see that, and put you on trial, and likely will put you though that episode (or worse) again.

Here you go, hope it helps! There was no associated crash file I could see 🤔 Just had a look at the trailer, it has 3 chairs all reporting from vanilla but it does have some Mutant Menagerie edits in the form of a note and what has been consistently a Stink Bug

 

Absolutely no problem with the story context (I was there to stress test, not to win lol) but I found it odd I didn't see anyone flash. I did see synths challenging me though, even through the flashes of her brain melting and half a metric ton of metal, but not during the drug fueled romp before it. While I admit I have reservations about the technical side of the "stored in a non-save manner" concept,  that does sound like something worth save-scumming to check out alot! 

 

Had a chance to play with sound today and that music is just incredible by the way, got annoyed whenever the game music restarted  😅

 

 

 

PapyrusPeteCrash.log

Posted (edited)
2 hours ago, JemappelleRedacted said:

Here you go, hope it helps! There was no associated crash file I could see 🤔 Just had a look at the trailer, it has 3 chairs all reporting from vanilla but it does have some Mutant Menagerie edits in the form of a note and what has been consistently a Stink Bug

 

Absolutely no problem with the story context (I was there to stress test, not to win lol) but I found it odd I didn't see anyone flash. I did see synths challenging me though, even through the flashes of her brain melting and half a metric ton of metal, but not during the drug fueled romp before it. While I admit I have reservations about the technical side of the "stored in a non-save manner" concept,  that does sound like something worth save-scumming to check out alot! 

 

Had a chance to play with sound today and that music is just incredible by the way, got annoyed whenever the game music restarted  😅

 

 

 

PapyrusPeteCrash.log 1.98 MB · 0 downloads

Thank you so much for sending the entire log.
I learned a lot about what was happening by looking at it. 
Looking at the log of a new user, with a different modloadout, is always an opportunity to understand how my mod works with other mods, and make everything better. 
 

 


1. The likely cause of the crash was that something deleted the player entity at the end of that scene. 
Likely unrelated to MSMA.
Had nothignto do with the chair in the trailer, it didn;t get to thatpoint. 

This line here is probably the first line in the log where this had happened.

It was the AAF that was crying about missing the player entity, because it couldn't properly end the scene.

 

[08/01/2025 - 10:13:09AM] error:  (FF007DA3): cannot find variable named bHumanoidFootIKDisable.
error:  (FF007DA3): cannot find variable named bHumanoidFootIKDisable.
stack:
    [ (FF007DA3)].Actor.SetAnimationVariableBool() - "<native>" Line ?
    [AAF_MainQuest (09000F99)].aaf:aaf_mainquestscript.OnUnlockActor() - "AAF_MainQuestScript.psc" Line 1436
I think the core issue is that,  just before that moment, something deleted the player entity. 
Who? We don't know. Total mystery.   I know that I do not intentionally make such calls in my sex end scripts. (or anywhere else in MSMA for that matter) 

 

After that, a lot of other mods start crying about not finding the player entity,  including mine,  as it couldn't find the player to re enable player controls (that were disabled at the start, so the player wouldn't run away before the  AAF scene started). It all goes south from there and eventually crashes/exits,  as no mod (maybe not even the main game) plans for this contingency when the player entity disappears.

I can try to re-enable those at an easier moment,  after the AAF scene started, and not at the end, but I doubt this is the cause for the debacle.
It is different on the Piete scene when compared to the others, though. So to be extra safe, I might just do that, but I doubt this is the core issue.

 

2. The scene with Wedge Vicks and Piete high on Nuka rush ( that seems to have been started after a Codsworth scene),  did generate 14 (healthy) sexfight challenges from Wedge.  I see no reason why they wouldn't flash, but the sexfight was on, and challenges did occur.  Maybe it was too bright in the middle of the day, and the flashing was overpowered by the brightness of the sun or the ENB you happened to be using at the time?
Did you hear the challenge sounds (or perhaps you were playing without sound at the time)?

Additionally, I found that: 

 

3. The cockubots that I spawn on the fly do not have a hurt topic attached to them ( so I see a lot of traces of errors when trying to call their default "hurt" topic, which is what I do for entities that I do not have a bespoke moan sound for, to use in SexFight).
Not a critical issue, but ruins the atmosphere. Would take this opportunity to acknowledge that synths/ cockubots should have some silly sex lines for sexfight challenges, and will put that on the To DO list.
I'll see about either attaching a hurt topic to them ( the standard synth one) or finding manual sounds to play for their sex scene. 

 

4.   The backup invisible moaners that I spawn for non-human sex actors do return a log trace, ar not able to receive the alpha transparency if their AI is disabled. Not critical, but I will correct that so it does not clutter the log with unnecessary traces. 

 

5. The log traces of the new auto picker system do not account for the fact that wedge scenes do not have "auto exit on all cooked", and it lasts beyond the moment when all actors are cooked (as in most other cases, the AAF animation auto-exits when all are cooked).    In that moment, the newpicker returns "none" and the system fall sback to the old "pick a random actor" mode, but the new log trace subroutine does not know that, and panicks that the picked actor is "none". 
Again, nothing critical for the game logic, the game logic is sound, just the debug trace logic is flawed. Will correct that so they don't clutter the log. 





On a separate note from MSMA : 

The fact that some key action-type assets are missing causes AAF to generate a lot of frozen script stacks. 

"Count of running and suspended stacks is over our warning threshold, dumping stacks:"
There are a ton of freezing script stacks with :


"*warning* [086] action ID "Edge150s" not found. 

"*warning* [086] action ID "Female Sounds" not found. "
"*warning* [086] action ID "Ohh_Action" not found. "

 

If those are corrected, the script lag on your install might get better (no direct connection with MSMA). 
There's also a lot of properties onSimSettlements 2 that cannot be bound, is this an older save that has some of those mods be updated mid-playthrough?



Thank you for acknowledging the music. I did put a LOT of effort and an insane amount of iterative tweaks to ensure it is funny and adds to the atmosphere  :D.

Edited by MSM_Alice
Posted

I love the way the music is being used here! It is a good listen anyways and some of the songs that were not instant attention grabbers in context of playing the mod are great!   You are way ahead of the curve (in a very positive way!) of the use of this type of music in a mod.   

 

I find the intro talk with the entity much more immersive and the fixed voice of Marina (the same voice all the time now) to be great as well!

 

 

Posted (edited)
20 minutes ago, Mimirue17 said:

I love the way the music is being used here! It is a good listen anyways and some of the songs that were not instant attention grabbers in context of playing the mod are great!   You are way ahead of the curve (in a very positive way!) of the use of this type of music in a mod.   

 

I find the intro talk with the entity much more immersive and the fixed voice of Marina (the same voice all the time now) to be great as well!

 

 

Thank you.

It is crazy to think that not even 3 years ago, the idea of a solo modder in their spare time creating 150 music tracks  ( well 150 selected out of ~1500 created and iterated on) to support a niche mod would be unheard of.

I often reflect on what the next 5 years will bring us.


 

Will we even be writing scripts anymore?
Making any 3D Models or textures?
Animations?
Or will we ask an AI agent to create the animations and models, and then create the script to activate it in the way we want?

Will it be just a bunch of directors,  using their creative filter to guide content generation by AI?
Or even the director's seat will be AI?

Will most of us just ask AI  to make a custom sexy game for us to play, full stop, instead of modding existing games or playing other's modded creations?
Will the modding scene (like many other creative fields) be yanked from the hands of human creators?
Is it because of this potential future why Nexus Mods website was sold recently?
A lot of questions, so few answers.
Interesting but also scary times. 

Edited by MSM_Alice
Posted (edited)

If anyone experiences the punish arrays desync bug/ pop-up on the latest builds  (0.7692 or newer) , please let me know and keep the papyrus log :D. 
So far, I think it should be addressed. 

If anyone knows some good sources to learn about how to set up camera motions, please let me know.
I've been playing with some custom scenes, but I can't seem to get the camera to do any cinematic motions.  

Edited by MSM_Alice
Posted
23 minutes ago, MSM_Alice said:

If anyone experience the punish arrays desync bug/ pop-up on the latest builds  (0.7692 or newer) , please let me know and keep the papyrus log :D. 
So far, I think it should be addressed. 

If anyone knows some good sources to learn about how to set up camera motions, please let me know.
I've been playing with some custom scenes, but I can't seem to get the camera to do any cinematic motions.  

might want to check with JB on that, he does a few of them on the farm during Norita route, and the people who have crashed do to it and camera mods.

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