Leowulf Posted August 5, 2025 Posted August 5, 2025 (edited) 3 hours ago, MSM_Alice said: For testing 0.7706 A version for testing that brings back the internally defined high headcount Anims in the AAF XML folder, correctly this time in a way that does not mess with AAF initialization, and with totally separate names that should be okay for AAF 1.1.2, 1.1.1, and most other versions , NG or OG. Now for real independent of Indarello's patch A kind soul on the AAF Discord offered insight into what the issue might be and I figured out what I was doing wrong the first time around. @Mimirue17 and @Leowulf please test and let me know if with this version, on a new game, AAF initializes and works without any MSMA-centric issues MSMA_v0_7706.zip 24.29 MB · 3 downloads NG, AAF 1.1.2 latest public release from dagobaking's discord. 7705 CTD right after game load. I see a screen briefly telling me that pip pad has not detected a pip boy in my inventory - this is an expected pop up. Then crashes before I can even do anything. Buffout4.log crash-2025-08-05-12-16-51.log 7706 same result. Buffout4.log crash-2025-08-05-16-41-51.log Edited August 5, 2025 by Leowulf Added 7706 information
Leowulf Posted August 5, 2025 Posted August 5, 2025 Hold on... it's happening now that I have rolled back too.
Leowulf Posted August 5, 2025 Posted August 5, 2025 Ok, 7706 seems fine. Milking Human Kindness 0.9.8 was making me crash when loading that vanilla game. Removing it stopped the crashing. I'll fiddle with my load order and see if I can get it to work with MHK because I think it could be an interesting combination with this mod. Not sure why, but MHK always causes me issues. I think it is because I have a lot of mods that alter leveled lists, but I don't know how to narrow down or fix it within that mod. 1
Mimirue17 Posted August 5, 2025 Posted August 5, 2025 7706 seems to work great. I do not have the patch but the big count animations are present here are some pics 1
MSM_Alice Posted August 5, 2025 Author Posted August 5, 2025 (edited) Ok. Will consider it double-tested and will put 0.7706 on the main page . In the interim, for whoever wants to test the next version here it is 0.7707 - Bimbo mantra selector (challenger selection method) is now done lore-appropriately, from the sexfight sub-menu in the implant menu. - some edge cases for sexfight are treated more graciously (like when violate aggressors start really far away, start walking towards the scene, then step on a mine and die before reaching the scene, that edge case before would have resulted in punish not being applied on end because MSMA would think that there are still some agressors who didn't get their turn (the dead ones). Now there is a catch-all at the end where when violate ends ( the Violate pacification timer expires) if there are actors in the punish pool (the punish pool hadn't been emptied), whoever is inthere gets punished nevertheless. -turned several more inter-script calls from latent to non latent to further reduce overall script lag (scripts not pausing to wait for each other anymore). - Wedge's filming camera is rotated correctly (before it was pointing the wrong way. Those mofo's weren't even filming! *grumble grumble*). MSMA_v0_7707.zip Edited August 6, 2025 by MSM_Alice
MSM_Alice Posted August 6, 2025 Author Posted August 6, 2025 (edited) Trying to stay on-mission with getting the Prelude done Done. Might be enhanced later, but it is done. - Arousal effect system (new entry ) Done. Might be enhanced later, but it is done First iteration of the Bimbo Mantra System (SexFight Challenger pick mode) Current - Working Basic functionality of the extra planar tribunal intervention (intercepting player bleed out/death events, and saving the player from death, at a cost.) To Do Basic functionality in actual location of the De-Bimbo School To Do - a first iteration of hairdoos and makeup management at Marina (maybe add lips morphs to surgical interventions?) To Do - 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. Other candidates for gameplay adjustments 🙂 (if you have some bimbo gameplay hours in , please me know how these sound to you) - Re adjust sexfight difficulty (higher level bimbos, 3 or 4+ if using appropriate gear seem to be able to get NPC's paralyzed/frenzied, even if failing all their challenges. What do you think, Normal/Not normal? Leave as-is , or adjust? I am on the fence about it. After all being a higher level bimbo means the player has sacrificed a lot of their decency, might as well give them that advantage. But maybe this should be more of a bimbo level 6 or 7 aspect, maybe nudge it a bit higher? - Tweak up lubed up state effects. Right not the lubed up state gives some AP advantages and as a bonus guards against stretching effects, if stretching would occur, but it has a constant effect, a higher level bimbo, because of the natural lubed-up state, becomes practically immune to any size related effects, which makes things less interesting as it removes the need to be aware and manage that aspect at all. So the consumables from mister SJ s factory will be rather meaningless, tactically, for high level bimbos. I am thinking to have that "lubed up" value be a replenishable resource that gets depleted if many partners in succession, without the player being able to catch their breath. And then slowly goes up to a reference value on its own in between. This will still make it important to have a high value to start with, as a buffer against encounters with more numerous enemies. Mid-level bimbos can have enough it to resist a scene/some aggressors, while higher level bimbos have a larger pool to resist the effects over a succession of scenes, higher number of aggressors, so having a larger lube pool is still meaningful for the more extreme acts the higher-level bimbos will likely engage in. - Tweak up player orgasm frequency. Adjust mechanics to pace out player orgasms a bit more. 1/2 or 1/4 as frequently as they happen now. Will probably scale up the detrimental effects on mind sanity/AP to compensate (rarer, but more intense effects). - Tweak up bimbo weapon proficiency decrease. Make bimbo player damage reduction less intense as the bimbo player levels up, (maybe half of what it is now). - Add weapon drop chance reduction as Oral proficiency increases, (all those acts often involve the hands and that improves the grip strength) and maybe Add some more status effect communications of what's happening in the current sexfight scene delivered dynamically with inner monologue voice lines, rather than notifications channel or via the on-demand mid-sex scene report. Like - own pleasure going up too fast for comfort, or - partners/aggressors being kind of tough, AP-cost-wise, - being drunk as the reason why tough enemies are "Doable" - all emergency AP depleted and the challenges of partners/aggressors being impossible, AP-cost-wise, - mind broken status change - SA slut status flipping from not a slut to slut. - partners/aggressors being too many in a scene - scenes being too many in a sequence of scenes - partners/aggressors being too big (or too small) - successfully answering a challenge, or failing a challenge. - Own orgasms causing too much of AP drain - Significant Inflation status change mid-scene - partners/aggressors orgasms - partners/aggressors getting cooked. Maybe at higher bimbo levels some of those could be said out loud (if oral tag is not on the animation). Edited August 6, 2025 by MSM_Alice 1
JemappelleRedacted Posted August 6, 2025 Posted August 6, 2025 Quick post based on 7707, without America Rising, Outpost Lima, and Sim Settlements 2: Nipples: I was thinking a status effect or perk to show they were in effect, maybe with +attraction or something for having them would make sense if you have the yen, but after a few hours I hit an outfit/arousal sweet spot that confirmed it worked (and was awesome) so I'll leave that in your court. Giggles and anims: Oh boy, lol. The safety check wasn't working for giggles in -02, so in the middle of storming GNN she was giggling as heads were exploding right in front of her and it echoed like children in a horror movie 😅 (I just realised it was a show called Haven that had a very similar sound effect for child-abducting spirits, actually). The animations on this run have mostly been interrupted by movement or activated in workshop mode. Good additions, we'll see how this save goes moving along with B-4 in regards to animation timing. Betrayal: crashed first time, second and third time (loading from in-conversation with Piete) went fine, one interrupted one let run. Synths made comments but I couldn't hear over the music...also, in the repeatable scenes for caps, I've had Piete (2/3, maybe 2/4 in the threesome) and a synth (3/3 in Betrayal) taking the anim and the PC strapping up on the bottom but otherwise it was fine. I don't think my character cares that they weren't filming though 😜 Hairdoos and Makeup: JB has working code for hair colour and lip filler I believe, and as I understand it there are temporary and permanent lip fillers in real life, administered by dubiously-qualified cosmeticians, so cosmetic or surgery tabs would work. I believe he also looked at wigs, but combinatorial explosion rendered it impractical. Difficulty: well, I'm going to reload my save from before I tried to deal with that mutant-patrol-thief, but my arousal was fundamentally nil until he got to me a few times, then at B2 I was almost constantly horny. Feels like you need at least 1 success in order to get the win though. Addendum re Difficulty: Playing with Modern Firearms, a 308 semi-auto rifle started at 120 damage B-0 but active) and is running a pitiful 62 at B-4. 50cal went from 195 to 100 and with grenade launchers sitting at an eye-watering 800+ on a normal playthrough I really don't want to run into them lol. Further, Mutant Menagerie has bee swarms that somehow take over 60 point-blank shotgun rounds at high levels so the spread and damage debuffs are going to make them evil. Lube: Maybe after a point you get temporary stretch, so rather than ignoring size it's less uncomfortable and heals faster at higher levels? Based on cravings, B4+ might be a reasonable place to start. Orgasms: given you're almost constantly traumatised, and a single mutant can go from B-0 to B-2 and Mutie Perversion 3 in 2-3 events, that's probably going to need ongoing fine-tuning in line with the story rollout. Cravings: Thought occurred that you can add a quest to get parts for a dream lounger/extraction chair/VR goggles/hypnosis bed that you can use to teleport the PC into a VR sex dungeon so they can work out their cravings in a more authentic manner than Coggie (but that would waste the Cogsworth songs somewhat, unless you give him "glitches" when he's a follower?) In fact, Latex Collar Curse's' dream concept might be perfect for pushing a B-0 towards acting out a bit more.... 1
MSM_Alice Posted August 6, 2025 Author Posted August 6, 2025 (edited) 6 hours ago, JemappelleRedacted said: Quick post based on 7707, without America Rising, Outpost Lima, and Sim Settlements 2: Nipples: I was thinking a status effect or perk to show they were in effect, maybe with +attraction or something for having them would make sense if you have the yen, but after a few hours I hit an outfit/arousal sweet spot that confirmed it worked (and was awesome) so I'll leave that in your court. Giggles and anims: Oh boy, lol. The safety check wasn't working for giggles in -02, so in the middle of storming GNN she was giggling as heads were exploding right in front of her and it echoed like children in a horror movie 😅 (I just realised it was a show called Haven that had a very similar sound effect for child-abducting spirits, actually). The animations on this run have mostly been interrupted by movement or activated in workshop mode. Good additions, we'll see how this save goes moving along with B-4 in regards to animation timing. Betrayal: crashed first time, second and third time (loading from in-conversation with Piete) went fine, one interrupted one let run. Synths made comments but I couldn't hear over the music...also, in the repeatable scenes for caps, I've had Piete (2/3, maybe 2/4 in the threesome) and a synth (3/3 in Betrayal) taking the anim and the PC strapping up on the bottom but otherwise it was fine. I don't think my character cares that they weren't filming though 😜 Hairdoos and Makeup: JB has working code for hair colour and lip filler I believe, and as I understand it there are temporary and permanent lip fillers in real life, administered by dubiously-qualified cosmeticians, so cosmetic or surgery tabs would work. I believe he also looked at wigs, but combinatorial explosion rendered it impractical. Difficulty: well, I'm going to reload my save from before I tried to deal with that mutant-patrol-thief, but my arousal was fundamentally nil until he got to me a few times, then at B2 I was almost constantly horny. Feels like you need at least 1 success in order to get the win though. Addendum re Difficulty: Playing with Modern Firearms, a 308 semi-auto rifle started at 120 damage B-0 but active) and is running a pitiful 62 at B-4. 50cal went from 195 to 100 and with grenade launchers sitting at an eye-watering 800+ on a normal playthrough I really don't want to run into them lol. Further, Mutant Menagerie has bee swarms that somehow take over 60 point-blank shotgun rounds at high levels so the spread and damage debuffs are going to make them evil. Lube: Maybe after a point you get temporary stretch, so rather than ignoring size it's less uncomfortable and heals faster at higher levels? Based on cravings, B4+ might be a reasonable place to start. Orgasms: given you're almost constantly traumatised, and a single mutant can go from B-0 to B-2 and Mutie Perversion 3 in 2-3 events, that's probably going to need ongoing fine-tuning in line with the story rollout. Cravings: Thought occurred that you can add a quest to get parts for a dream lounger/extraction chair/VR goggles/hypnosis bed that you can use to teleport the PC into a VR sex dungeon so they can work out their cravings in a more authentic manner than Coggie (but that would waste the Cogsworth songs somewhat, unless you give him "glitches" when he's a follower?) In fact, Latex Collar Curse's' dream concept might be perfect for pushing a B-0 towards acting out a bit more.... Thank you for the feedback. Much appreciated. For crashes: If you can get me papyrus and buffout4 crash logs from immediately after the crashes, I can investigate further and improve the protocol by which I do these things. Just giggles: Oh yeah, my bad on that one, most of the safety checks are for DLOH Anims+giggles, the giggles themselves if alone ( with no anim), could fire without any restrictions. what does "wasn't working for giggles in -02," you mean mod version 0.7702 ? Will correct that, a subset of restrictions feels that they should perhaps apply to giggles-only, too. The only one restriction that might be tricky to check on an ongoing manner is swimming, so maybe I will leave the possibility of underwater giggles to occur, to not generate too much papyrus load. Will see. Arousal-driven anim timing: Most of it should be configurable in the MCM, but definitely interested in what people think the defaults should be. Animation roles: Thank you for reporting this. I am assuming you have toggled off "use named Anims" for MSMA story /quest sex scenes, or you simply do no have the particular named Anims that I am using, so it defaults to picking any Anim that fits the input actors. The roles get auto-picked. Will double check to see how I can specify the role of the player more clearly in those cases too. Nipples perk "Perked up": .. will think about it. Hair and makeup and lips: I think I remember JB saying he uses SUP F4SE plugin for hair color functions, but that does not work on NG, so there's no clear solution for script driven hair color change in papyrus on NG, unless the part itself comes with the color baked in and one just changes the whole part. But will take a deeper look and see how that is set up, thanks for the heads-up. I do want hairdos to have more of an effect than just pumping up the appearance score, but not 100% convinced I should do it now in the prelude. In terms of makeup, probably I'll have to build just a few presets, but I need to understand more about how looks menu presets work and if I can build partial presets just with the makeup layer that I can apply on the player on the fly, or if I need to build some bespoke texture as face tints. Naturally, I can also allow the player to check a box " trust me, I have make-up on" and let them do their makeup inthe looks menu. Orgasms: Wil definitely adjust, on the other hand, I do not want to trivialize supermutants. They are not just bigger humans, they are huge psychotic cannibalistic ... things, with shafts the size of a forearm, that eat people for lunch. The effects of engaging in intercourse with them, both physical and psychological, need to feel.. significant and dramatic. Cravings: yes there could be some VR cravings alternative on mister SJ's base or later on in the story. Edited August 6, 2025 by MSM_Alice 1
JemappelleRedacted Posted August 6, 2025 Posted August 6, 2025 2 hours ago, MSM_Alice said: Thank you for the feedback. Much appreciated. For crashes: If you can get me papyrus and buffout4 crash logs from immediately after the crashes, I can investigate further and improve the protocol by which I do these things. Just giggles: Oh yeah, my bad on that one, most of the safety checks are for DLOH Anims+giggles, the giggles themselves if alone ( with no anim), could fire without any restrictions. what does "wasn't working for giggles in -02," you mean mod version 0.7702 ? Will correct that, a subset of restrictions feels that they should perhaps apply to giggles-only too. The only one restriction that might be tricky to check on an ongoing manner is swimming, so maybe I will leave the possibility of underwater giggles to occur, to not generate too much papyrus load. Will see. Arousal-driven anim timing: Mos tof it should be configurable in the MCM, but definitely interested in what people things the defaults should be. Animation roles: Thank you for reporting this. I am assuming you have toggled off "use named Anims" for MSMA story /quest sex scenes, or you simply do no have the particular named Anims that I am using, so it defaults to picking any Anim that fits the input actors. The roles get auto-picked. Will double check to see how I can specify the role of the player more clearly in those cases too. Nipples perk "Perked up": .. will think about it. Hair and makeup and lips: I think I remember JB saying he uses SUP F4SE plugin for hair color functions, but that does not work on NG, so there's no clear solution for script driven hair color change in papyrus on NG, unless the part itself comes with the color baked in and one just changes the whole part. But will take a deeper look and see how that is set up, thanks for the heads-up. I do want hairdos to have more of an effect that just pumping up appearance score, but not 100% convinced I should do it now in prelude. In terms of makeup probably I'll have to build just a few presets, but I need to understand more about how looks menu presets work and if I can build partial presets just with the makeup layer that I can apply on the player on the fly, or if I need to build some bespoke texture as face tints. Naturally I can also allow the player check a box " trust me I have make-up on" and let them do their makeup in looks menu. Orgasms: Wil definitely adjust, on the other hand I do not want to trivialize supermutants. The are not just bigger humans, are huge psychotic cannibalistic ... things, with shafts the size of a forearm, that eat people for lunch. The effects engaging in intercourse with them both physical and psychological need to feel.. significant and dramatic. Cravings: yes there could be some VR cravings alternative on mister SJ's base or later on in the story. I looked at the papyrus log, and it was pretty clean right up until it stopped: definitely not MSMA, so I doubt you'll get anything out of it (also no crash log). Yes, I meant 7702, I only upgraded before the betrayal. I don't really mind the combat and swimming giggles actually, just thought it was supposed to be under the same restrictions (They could be thought giggles rather than out loud lol). As for the timing, it was working much better on my sacrificed save and locking controls so I couldn't skip, I'll check the MCM to see if something got changed. Hmm, what anims are you calling for those last 2 quests? It does say it was using non-quest anims but I thought that was deliberate. Actually it might be the new XMLs, because I'm fairly sure it had the position right back in 7692 (before that whole teleport crash debacle, at least). Yeah, I seem to recall F4SE added a function to get colours to work in concert with JB, and unless you can get a material swap to work on a wig then that's a lot of items getting made and added...actually, I think Pampas Hood Hair may do that. If I can sneak it past LCC I'll check tomorrow. Based on my nightmare getting LMCC working again, I think that "trust me" box may be seeing a lot of use, and sadly I foresee much frustration. 100% agree Muties should be a mind-shattering experience, I'm just saying that for sandbox play a single patrol can derail the entire playthrough. As with the economic adjustments, they seem brutal from an objective standpoint but once integrated with your main story it'll probably be a lot easier to balance. 1
rilieAP Posted August 6, 2025 Posted August 6, 2025 9 hours ago, MSM_Alice said: - Re adjust sexfight difficulty (higher level bimbos, 3 or 4+ if using appropriate gear seem to be able to get NPC's paralyzed/frenzied, even if failing all their challenges. What do you think, Normal/Not normal? Leave as-is , or adjust? I am on the fence about it. After all being a higher level bimbo means the player has sacrificed a lot of their decency, might as well give them that advantage. But maybe this should be more of a bimbo level 6 or 7 aspect, maybe nudge it a bit higher? I like that idea, but that should be higher level bimbo IMHO, 6-7 also gives a reason to get more of whatever you are wearing bimbified in the trunk. As long as you don't get fully stripped of 100% of your gear, there will be a higher likelihood you can at least escape with them parlayed.
MSM_Alice Posted August 6, 2025 Author Posted August 6, 2025 (edited) 13 minutes ago, rilieAP said: I like that idea, but that should be higher level bimbo IMHO, 6-7 also gives a reason to get more of whatever you are wearing bimbified in the trunk. As long as you don't get fully stripped of 100% of your gear, there will be a higher likelihood you can at least escape with them parlayed. As an alternative, you can disable item theft in violate and use the internal MSMA item stealing fallback. The internal MsMA item stealing means whoever remains alive after the event/scene, if unpunished ( specifically, if more than ~20% of total aggressors are unpunished), oneof them will steal your weapons, caps, and stimpacks, but leave all your bimbo gear . Edited August 6, 2025 by MSM_Alice
rilieAP Posted August 6, 2025 Posted August 6, 2025 21 hours ago, MSM_Alice said: In the interim, for whoever wants to test the next version here it is 0.7707 I've been using this and it seems like it helps with the weird encounters for sure at least so far. 1
MSM_Alice Posted August 6, 2025 Author Posted August 6, 2025 (edited) Ok this is the next version for test. I will test too and if it looks clean enough it goes on the front page Changelog (when compared to 7706 (last public version) 0.7708 - mid playthrough update would be technically possible, but since this update adjusts difficulty and gameplay progression maybe a new game is best. Bimbo mantra selector (SexFight challenger selection method) is now done lore-appropriately, from the SexFight sub-menu in the implant menu. Removed MCM entry. some edge cases for SexFight end are treated more graciously (like when violate aggressors start really far away, start walking towards the scene, then step on a mine and die before reaching the scene, that edge case before would have resulted in punish not being applied on end because MSMA would think that there are still some aggressors who didn't get their turn (the dead ones) and needs to wait for that . Now there is a catch-all at the end where when violate ends (the Violate pacification timer expires) if there are actors in the punish pool (the punish pool hadn't been emptied), whoever is in there gets punished nevertheless. turned several more inter-script calls from latent to non-latent to further reduce overall script lag (scripts not pausing to wait for each other anymore). Wedge's filming camera is rotated correctly (before it was pointing the wrong way. added more condition for aroused giggles so they don't just happen just any time tweaked a bit the tags to reduce the chance of Wedge Vicks and and Piete Anims to have the player wear a strap-on (shouldn't' t really happen, as the player is in position 0 in the actor list) - unless this is perhaps a NAF bridge specific issue?. Gameplay: Re adjusted sexfight difficulty a bit. Higher level bimbos, 3 or 4+ if using appropriate gear seemed to be able to get NPC's paralyzed/frenzied, even if failing all their challenges, which shouldn't happen. Adjusted a bit so this has less chance of happening (unless bimbo level 6 or 7) Tweak up lubed up state effects and how that protects or not against stretching. Reduced player orgasm max frequency a bit. Adjusted mechanics to pace out player orgasms a bit more. Player weapon damage nerf because of bimbo status is half of what it was. Damage nerf is less intense as the bimbo player levels up, Edit: Test seemed okay, now it is on the main page. Edited August 6, 2025 by MSM_Alice 1
Leowulf Posted August 7, 2025 Posted August 7, 2025 7708 seems to work just fine. I started from my cryopod save and didn't have any issues. Synths from Human Cattle showed up and stabbed me with a syringe, and then MAIM drained my hp through bleeding and a broken arm until I surrendered. My character got fucked by a synth and defeated it and then killed it with the cryolator. Tentacles from Sanity Framework spawned right afterward, and they were too strong to fight, according to the warning, but my character gave in to her implant's desires and dug deep within herself to end with a tie. I went into the bunker to discover the fate of Jake Whitfield, killed a raider, and rescued a male settler from Commonwealth Captives. He was very grateful, and I had my character demand to give a blowjob to feed her cow cum addiction. She won the sex fight easily. I tried to pick up a shovel, and the game crashed, but... this is normal. No problems the whole way. 1
SquareBun Posted August 7, 2025 Posted August 7, 2025 Hi, I have an idea. The vanilla game uses special NPC death effects (for example: the dead turns into slime or a pile of ash). Maybe it's worth using some of these for "killgasm"? Ideally, create a special effect, for example, the enemy disintegrates into many butterflies (or hearts). Or dissolves as if Thanos snapped his fingers. 1
rilieAP Posted August 7, 2025 Posted August 7, 2025 12 hours ago, MSM_Alice said: - unless this is perhaps a NAF bridge specific issue?. Could be, NAF Bridge was just updated Tuesday and here is one of the updates. This might fix the issue for us NAF users.\ 1
lordsnight Posted August 7, 2025 Posted August 7, 2025 i don't know if it's just me or what, i can't start at new game, everytime i try to new game and when the vault agent come, he won't press bell or if i open the door, he just stand there, i try to interact to him but he still stand there. i know this mod is the problem when i disabled it, the new game start perfectly, but when i enable back again, the new game stuck again., please help, is it just me or anyone have the same issue like me?
JemappelleRedacted Posted August 7, 2025 Posted August 7, 2025 22 minutes ago, lordsnight said: i don't know if it's just me or what, i can't start at new game, everytime i try to new game and when the vault agent come, he won't press bell or if i open the door, he just stand there, i try to interact to him but he still stand there. i know this mod is the problem when i disabled it, the new game start perfectly, but when i enable back again, the new game stuck again., please help, is it just me or anyone have the same issue like me? Have something similar, with the added bonus of an invisible wall just inside from the door. Definitely not MSMA for me though, and setstage MQ101 100 moves everything along fine. 19 hours ago, MSM_Alice said: As an alternative, you can disable item theft in violate and use the internal MSMA item stealing fallback. The internal MsMA item stealing means whoever remains alive after the event/scene, if unpunished ( specifically, if more than ~20% of total aggressors are unpunished), oneof them will steal your weapons, caps, and stimpacks, but leave all your bimbo gear . Similar note, may have missed it somewhere, but I've been running 90-100% challenges met, ending on cooked (Para/Frenzy) and still ending up KFT gear because "one of them resisted". Intended behaviour? When it happened on my old save it made sense as a "continuing save" glitch, but on this fresh one it's still happening. On the plus side, I can confirm Pampas is worth a look for wigs. It has partial hairstyles for use under hoods, and they have material based colour changes. 10 hours ago, Leowulf said: I tried to pick up a shovel, and the game crashed, but... this is normal. 🤣 Yep, just your average day playing FO4 😂
Mimirue17 Posted August 7, 2025 Posted August 7, 2025 so been testing 7708 and have had no crashes or overly weird behavior. A few notes below. Wedge scenes post settlement build (was already fully built by time I got around to freeing them) - got the NukaRush warning - scenes work pretty good but have had this happen twice in the middle of a scene - switching to another scene resets the character so no ill effects and tats are being applied after a lot of the raiders even though they were 'defeated' during sexfight. Here are the settings and a few examples. and this is with never losing a sexfight except for the deathclaw and even then was successful on over half of the challenges until I could not boost AP anymore. Even some consensual scenes to meet cravings (non aggressive) are applying tats. Not all the time as the poor girl has had well over 60 partners by this time. here is the papyrus including at least one of the wedge scenes maybe both. (the errors are from pulling a few quest mods that I would not get to anytime soon-mindgames and that Kinggrath one from a live event I think) Papyrus.0.log
JemappelleRedacted Posted August 7, 2025 Posted August 7, 2025 I suspect the interrupted anim may be the nipple morph taking effect, for me it took a few seconds but they went back to work (or it was a stage change).
Mimirue17 Posted August 7, 2025 Posted August 7, 2025 16 minutes ago, JemappelleRedacted said: I suspect the interrupted anim may be the nipple morph taking effect, for me it took a few seconds but they went back to work (or it was a stage change). yes a stage change or just changing the scene put the actors all back in place - so you are probably correct though not sure why the character would go in to surrender pose
Mimirue17 Posted August 7, 2025 Posted August 7, 2025 (edited) here are 2 scenes with wedge with tracing turned on - not sure why that had been turned off - might provide better info. 2nd was was the 'betrayal' and found out synth are not accounted for by creature resources (no hardware!). Had been testing without UAP to see how things were effected and this is first instance where it was. And even with all those tats - Pinkies and drunk could not handle those bots! though she is only level 1 bimbo and level 18 overall. Papyrus.0.log Papyrus.1.log Edited August 7, 2025 by Mimirue17
Mimirue17 Posted August 7, 2025 Posted August 7, 2025 here is a papyrus log of multiple scenes with wedge and last one was betrayal - included the animation and patch load order used for reference. Papyrus.0.log
MSM_Alice Posted August 7, 2025 Author Posted August 7, 2025 (edited) Thank you so much for the feedback! And logs! @lordsnight Hello The collision is very much in there in the vanilla game. It only gets deactivated after the salesman does his thing. Haven't heard anyone saying they had a problem with pre-war segment, but did another pass on any topics from in work quests that i have and made sure they weren' t activating. Please see the new 0.7720 if it is better. Other than an errant topic, not really seeing how MSMA could have something to do with it directly, as MSMA does not do anything until you get out of the vault post war, but an errant topic without conditions could hijack other convos. @SquareBun Hmm... interesting... with think about it. @rilieAP Yep, a reversed vector would explain why Piete (the last in the vector) is on the receiving end on NAF. @Mimirue17 Maybe nipples. I have added some extra conditions so that the nipples will only reset to normal while outside of the AAF scene ( before I had assume a reset to normal is harmless to happen during AAF scene). Please see the new 0.7720 if it is better. Tats are indeed applied at the start and mid scene even if you defeat them if those setting to do so are on in the MCM. Not a bug. Have you toggled off / managed your tats conditions in the MCM? By default the mod comes with a 50% chance of tats on start, that happens regardless if you win or not. @JemappelleRedacted Hmm odd indeed. Will double check but never happened in my tests. Are you sure the KFT device being equiped wasn't in fact applied at the start of the scene, because violate was set to apply restraint at the start? And had nothing to do with how well you defeated the raiders? Did you see that notification" all enemies are punished via sexfight?" Can you give me more details or a log from such an occurrence? Edited August 7, 2025 by MSM_Alice
MSM_Alice Posted August 7, 2025 Author Posted August 7, 2025 (edited) New version for testing Increased volume on Synths Challenge lines Changed nipple perkiness size reset so it only happens outside of AAF scenes, to avoid accidentally kicking the player off the AAF pose. Cleaned up a conversation topic with no conditions that might have caused problem with NPC convos like the VaultTech rep on a new game start perhaps. Player now also gets some XP for Para /frenzy in sexfight (not just for sexfight kills) Player can now directly loot bimbo-paralyzed opponents, even if they are not dead, only paralyzed. If Frenzy is used, frenzied aggressors will prefer avoiding the player as a target. hostile Robot races now are also capable of stealing the player's weapons, caps and stim packs, if the MSMA internal theft system is used (before they wouldn't do that). Added support for all DLC races, MSMA has more accurate has info on their sizes And the big one 🙂 Changed flow on Paralysis/frenzy to feel more natural / fair for the player as follows: If Frenzy is used and within the group there a strong (boss) frenzied npc that easily killed all the other npcs in the group, then that strong npc will ALSO get paralyzed again after he kills everyone , assuming it still has remaining frenzy time. It felt unfair for the player to really try hard to sexfight and get all NPCs punished, only for a strong frenzied npc to kill everyone else, then act as he never was sex-fight defeated in the first place. Now if frenzy time remains it gets converted back into paralysis time. there might be quirks related to it, might need a lot of testing. ... Edited February 19 by MSM_Alice 1
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