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Posted (edited)
4 hours ago, MSM_Alice said:

I currently am building the Extra Planar Tribunal, who, among other things, can  yank the player from death's doorstep and put them through trial in a " limbo" like setting (for not being a bimbo enough and surrendering to avoid death in the first place).
And then they will be returned to the world of the living, probably with higher CVTs so they know to do  better the next time around.
That mechanic will be done by setting the player as essential, and monitoring for the bleedout state. 
 
This has the potential to mess with other story mods too, and I want it to be as elegant as possible. 
(From the editor screen, yes the three extraplanar entity judges are "giants" in limbo).
image.thumb.png.6cd760733a98e88d27af400413fbb92e.png

 


 

I'm tagging @JB. to see if he might provide some insider info, so I can determine with greater accuracy best practices /best way to increase compatibility with Nuka Ride and Commonwealth Slavers


For Commonwealth Slavers, I don' t think this limbo save can (or should) work in any capacity together so I'd rather just disable Sexfight punishing effects (death,paralysis or frenzy) and  also let death unfold if the player  is an active slave (has the Slavers collar equipped) when it happens. Yes the Slavers' bomb collar jams the brain implant device somehow.
JB, what Object Reference FormID  (or what other aspects) do you recommend I should check for (aside the slavers plugin being installed), to correctly determine that the player is an active Slave (the mod hasn't concluded/ player was not freed)? 
I am assuming this is " The collar is equipped", or  would you rather I would check certain stages from certain quests, or maybe a global variable to poll for this status instead?

Wha tis the most robust way of doing is, that ideally would work across Slavers updates too. 

 

For NukaRide premise , the MSMA compatibility is much higher and I think it could and should  work  fairly okay-ish (as long as the player remembers to use SexFight effects sparingly in quest scenes). 
(I tested it and actually used Sexfight to defeat Ryder because I hadn't been smart enough to do it via dialogue alone).




However there are some aspects: 

 

A. The return from the trial

  •  When being returned to the world the player will be presented with some options : 
    • Return me exactly where I was OR 
    • Return me At a safe location (which can mean a number of things).

- I want to understand what is the optimal return marker for player to be returned from " death trial" at, depending on where they are in the NR storyline.
- For Nora I am assuming  there's some a marker I can use in front of the Apartment perhaps?
- For Norita I am assuming Dumore's farm before she gets the apartment, and the apartment after? Or maybe Seven Bar is better?
Could you help me with some insight on what quests/stages to test from NR, and what Object Reference marker can be valid options for the return trip?
Or should i just do the default teleport to the NukaRide world and let the player handle it from there?



B. Follower handling
Are there any special followers with special conditions, that need to be in player proximity, that need to be brought in the trial room as well and kept active ?Ar are they all safely  disable-able during he trial can and can be re-enabled moved out with the player after, or does anything get messed up?
Do these specific followers need to be returned to a specific spot (ObjectReference Markerref) , or, since they were follwers,  wherever the player goes they can go as well ?
Are there any special moments where the players have unofficial followers, that need to be manually detected or treated ?

by default I am thinkig to : 

  1. Detect followers. 
  2. Disable followers during the trial. (will this break anything In NukaRide?) . The alternative is to leave them enabled and imprison the followers in some hydro pillory or cage instead of disabling them)
  3. re-enable them and return them with the player wherever the player goes, and do a n EvaluatePackage() on them . 



C. Any BleedOutEffect by story/design.
Are there any moment when player enters bleedout by story design, and/or they should not be yanked to face trial?
If so what are the ideal ways to detect those patches of time and delay any action?


 

 


Same for @Heinzelman and triggerwoman reborn, if you have time to provide the insights :D

While you are employed by the triggermen and live on their base, 

A. The return from the trial

  •  When being returned to the world the player will be presented with some options : 
    • Return me where I was OR 
    • Return me At a safe location.

- I want to understand what is the optimal return marker for player to be returned from "death trial" at, depending on here they are in the Triggerwoman  storyline, or if there are such spots, and I should just have the vanilla return in Sanctuary or similar and let the player handle it from there, a

 

 


B. Follower handling
Are there any special followers with special conditions, that need to be in player proximity, that need to be brought in the trial room as well, and are they disable-able durign he trial or not. 
by default I am thinking to : 

  1. Detect followers. 
  2. Disable followers during the trial. (will this break anything In TRiggerwoman reborn?) . The alternative is to leave them enabled and imprison the followers in some hydro pillory or cage instead of disabling them)
  3. re-enable them and return them with the player wherever the player goes, and do a n EvaluatePackage() on them . 

 

 


C. Any BleedOutEffect by story/design.
Are there any moment when player enters bleedout by story design, and/or they should not be yanked to face trial?
If so what are the ideal ways to detect those patches of time and delay any action?




I can also try and figure that on my own but chances are I won' t pick the ideal conditions to check.

 

Oh this looks interesting. Great idea :)

 

There are 2 safe locations:
 

Spoiler

TriggerwomanReborn.esp

0805FBE8 (XmarkerHeading) if Quest 080A89C5 Stage >= 160 "Old Neighborhood Club"

0800D748 (also an xmarker) if Quest 08011C46 IsCompleted "Fenway Patrons Hall"

 

Followers should be disable-able

Currently no special bleedout

 

Edited by Heinzelman
Posted
12 minutes ago, Heinzelman said:

 

Oh this looks interesting. Great idea :)

 

There are 2 safe locations:
 

  Hide contents

TriggerwomanReborn.esp

0805FBE8 (XmarkerHeading) if Quest 080A89C5 Stage >= 160

0800D748 (also an xmarker) if Quest 08011C46 IsCompleted

 

Followers should be disable-able

Currently no special bleedout

 

Thank you. 
Do those two locations have a special/particular  name that I should refer to them by in dialogue?

Posted
8 minutes ago, MSM_Alice said:

Thank you. 
Do those two locations have a special/particular  name that I should refer to them by in dialogue?

 

I added their names in my previous comment. Oh and additional Info, its either the first or the second or none of both, there is no chance that the player could choose between them.

Posted

@MSM_Alice Well, that image is terrifying and fantastic. Very original concept. 😱

 

 

Here you go. Commonwealth Slavers

 

		if ( Game.isPluginInstalled( "Commonwealth Slavers.esp" ) )
			int Slavers = (Game.GetFormFromFile(0x01012EA0, "Commonwealth Slavers.esp") as GlobalVariable).getValueInt()
			Quest CS_Quest= Game.GetFormFromFile(0x0000833E, "Commonwealth Slavers.esp") as Quest; Lucky Day Quest	


			If (CS_Quest.IsCompleted()) && Slavers ==0 ;player won Lucky Day, but not longer a slave, means player has ended Commonwealth Slavers
				_NR_CS.SetValue(2)
			ElseIf Slavers ==1 ;players is enslaved
				_NR_CS.SetValue(1)
			Else
				_NR_CS.SetValue(0);player hasnt started Commonwealth Slavers yet
			EndIf
		EndIf

 

 

Nuka Ride. 

 

			int NoraGlobal = (Game.GetFormFromFile(0x01006625, "Nuka Ride.esp") as GlobalVariable).getValueInt()
			Quest AuditionQuest= Game.GetFormFromFile(0x00019D2A, "Nuka Ride.esp") as Quest; Audition Day Quest	
			ObjectReference ApartmentBed = Game.GetFormFromFile(0x0004A3F5, "Nuka Ride.esp") as ObjectRefence; Apartment Bed Spawn Spot
			ObjectReference ApartmentBed = Game.GetFormFromFile(0x000462B7, "Nuka Ride.esp") as ObjectRefence; Farm Bed Spawn Spot


If NoraGlobal == 1; Nora
	If AuditionQuest.IsCompleted(); Audition completed, spawn her in her bed
		PlayerREF.MoveTo(ApartmentBed)
	Else
		;spawn her wherever you want
	EndIF
	
If NoraGlobal == 0;Norita
	If AuditionQuest.IsCompleted(); Audition completed, spawn her in her bed
		PlayerREF.MoveTo(ApartmentBed)
	Else
		PlayerREF.MoveTo(FarmBed); spawn her in the farm 
	EndIF

 

I don't recall the character ever having bleedout in the entire story. She does in Slavers, but not in NR.

As long as your cell is marked "Player follower cant travel here", followers should not appear in it.

 

Posted (edited)
39 minutes ago, JB. said:

@MSM_Alice Well, that image is terrifying and fantastic. Very original concept. 😱

 

 

Here you go. Commonwealth Slavers

 

		if ( Game.isPluginInstalled( "Commonwealth Slavers.esp" ) )
			int Slavers = (Game.GetFormFromFile(0x01012EA0, "Commonwealth Slavers.esp") as GlobalVariable).getValueInt()
			Quest CS_Quest= Game.GetFormFromFile(0x0000833E, "Commonwealth Slavers.esp") as Quest; Lucky Day Quest	


			If (CS_Quest.IsCompleted()) && Slavers ==0 ;player won Lucky Day, but not longer a slave, means player has ended Commonwealth Slavers
				_NR_CS.SetValue(2)
			ElseIf Slavers ==1 ;players is enslaved
				_NR_CS.SetValue(1)
			Else
				_NR_CS.SetValue(0);player hasnt started Commonwealth Slavers yet
			EndIf
		EndIf

 

 

Nuka Ride. 

 

			int NoraGlobal = (Game.GetFormFromFile(0x01006625, "Nuka Ride.esp") as GlobalVariable).getValueInt()
			Quest AuditionQuest= Game.GetFormFromFile(0x00019D2A, "Nuka Ride.esp") as Quest; Audition Day Quest	
			ObjectReference ApartmentBed = Game.GetFormFromFile(0x0004A3F5, "Nuka Ride.esp") as ObjectRefence; Apartment Bed Spawn Spot
			ObjectReference ApartmentBed = Game.GetFormFromFile(0x000462B7, "Nuka Ride.esp") as ObjectRefence; Farm Bed Spawn Spot


If NoraGlobal == 1; Nora
	If AuditionQuest.IsCompleted(); Audition completed, spawn her in her bed
		PlayerREF.MoveTo(ApartmentBed)
	Else
		;spawn her wherever you want
	EndIF
	
If NoraGlobal == 0;Norita
	If AuditionQuest.IsCompleted(); Audition completed, spawn her in her bed
		PlayerREF.MoveTo(ApartmentBed)
	Else
		PlayerREF.MoveTo(FarmBed); spawn her in the farm 
	EndIF

 

I don't recall the character ever having bleedout in the entire story. She does in Slavers, but not in NR.

As long as your cell is marked "Player follower cant travel here", followers should not appear in it.

 

Thank you. 
This is perfect!



Initially I did think about making limbo without followers, it would have certainly simplified everythng then a thought occurred:

What if the player happens to have a follower who is not essential or protected ( and they are supposed to be this way, or other things get broken)?
Should I leave that follower in a potential dangerous situation ( which is likely since the player just died), and risk getting them killed?
Might be better to secretly bring them along.

Or maybe I am over thinking it, guarding a case that is so rare , it does not make sense...
Maybe most followers are unkillable by default

 

Edited by MSM_Alice
Posted
5 hours ago, JemappelleRedacted said:

https://steamcommunity.com/app/377160/discussions/0/365172408531964270/

SKKFastStart and StartMeUp Redux may fix your problem by bypassing the entire Prewar section, or even up to the vault elevator. Could also try setstage mq101 100 as I posted earlier, this sets the main quest to "talk to the rep" and (for me at least it starts the conversation. 

okay, my bad i didn't see your reply, i'll try, thanks for the help, but for startmeup or fast start, i will skip for that.

Posted
3 hours ago, rilieAP said:

I'll get back to you today if my idea to fix is correct.

I got it figured out and it does have to do with NAF, specifically with Naficator, and has nothing with your code at all.  When you rebuild your NAF XML files with Naficator, it doesn't ever seem to add the BBC set from tats after rape/captive tats.  People can make it work by adding the following data into their Panda's_Naficator_overlayData.xml.  Anyone adding just needs to make sure it is in between any other sections, they have to match the formatting, but this fixes the problem.

Add to 'Panda's_Naficator_overlayData_xml'.7z

Posted (edited)
4 hours ago, MSM_Alice said:

Thank you. 
This is perfect!



Initially I did think about making limbo without followers, it would have certainly simplified everythng then a thought occurred:

What if the player happens to have a follower who is not essential or protected ( and they are supposed to be this way, or other things get broken)?
Should I leave that follower in a potential dangerous situation ( which is likely since the player just died), and risk getting them killed?
Might be better to secretly bring them along.

Or maybe I am over thinking it, guarding a case that is so rare , it does not make sense...
Maybe most followers are unkillable by default

 

one thing to consider (which is not a normal situation mind you so keep that in mind as well) I use Just Business and often times in big battles will have marked all the pretty girls for future transport.   They will enter bleedout state after taking severe damage or after any sexfight scene and are considered followers from that point on until they are told to go home to a settlement.   There is no limit to how many might be following as I have had times where there is 6 or 7.   No idea how you would handle this situation as I do not know what they would do.   They are by default protected but can be set to essential in the MCM of JB

edit: assuming you have had time to use the dialogue to put the collar on - which I will do sometimes to help in fights.   Think they will just sit there until you collar them otherwise.

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

one thing to consider (which is not a normal situation mind you so keep that in mind as well) I use Just Business and often times in big battles will have marked all the pretty girls for future transport.   They will enter bleedout state after taking severe damage or after any sexfight scene and are considered followers from that point on until they are told to go home to a settlement.   There is no limit to how many might be following as I have had times where there is 6 or 7.   No idea how you would handle this situation as I do not know what they would do.   They are by default protected but can be set to essential in the MCM of JB

edit: assuming you have had time to use the dialogue to put the collar on - which I will do sometimes to help in fights.   Think they will just sit there until you collar them otherwise.


The limbo episode will only look for Player bleed out event as an indicator for what would have been player death otherwise (had the player not been essential).

Not any other NPC.
I think all should be okay.


It is 70% done, all major pieces are working, but will take a few more days for a more polished release. 
Unfortunately, apparently I cannot use dialogue camera on scene participants that are scaled up 500%, as the framing gets weird.
We will have to do without the bespoke dialogue camera on the scenes where you talk with your judges.


 

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


The limbo episode will only look for Player bleed out event as an indicator for what would have been player death otherwise (had the player not been essential).

Not any other NPC.
I think all should be okay.


It is 70% done, all major pieces are working, but will take a few more days for a more polished release. 
Unfortunately, apparently I cannot use dialogue camera on scene participants that are scaled up 500%, as the framing gets weird.
We will have to do without the bespoke dialogue camera on the scenes where you talk with your judges.


 

so this will be pretty rare then, as violate will have PC surrender at 30ish% health, so only things like rocket launchers or explosions (mutie suicide bomber also) and maybe deathclaws/rasscorpions at lower levels (they become pretty easy mid teens or higher).

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

so this will be pretty rare then, as violate will have PC surrender at 30ish% health, so only things like rocket launchers or explosions (mutie suicide bomber also) and maybe deathclaws/rasscorpions at lower levels (they become pretty easy mid teens or higher).


Yes. Big explosions, falling off a tall building, vertibird falling on one's head, things like that.  And story-quest based deaths.
Also " you cannot surrender to these enemies" scenarios (races not supported by Violate) or particularly vicious turrets.
Or for those who insist on a low health threshold for surrender in Violate.

 

 

But takes longer as I fought a weird bug one third of yesterday, where script fragments from one of the  DLCs ( Automaton I think)  that I never edited, simply  got auto randomly placed in some topics in one of my quests, and then, after sneakily placing them there,  the CK had the nerve to complain about them as "missing fragment files" .

Key teaching moment: always close and fully restart the CK when editing one's mod, after exploring some content in other mods/plugins.  
Do not just uncheck everything in the "Data..."  window, and reload the data with just the base Fallout4 esm and your plugin, foolishly thinking that's okay and that must have done a clean load-in.  No sir,no ma'am! 
I am guessing there are leftover things in the memory from earlier explorations that shouldn't hang on, hanging on , and they can then get saved in one's clean esp, even if it is just the esp and the base fallout4.esm being checked in the load data window, and nothing else.
 
Spent a bunch of time yesterday figuring that out and cleaning errant records stuff with xEdit, records of things that I never put there and had no business being there to begin with.

Edited by MSM_Alice
Posted

did you take out the option on how to control who issues challenges?  I liked the option to ignore the ones already cooked and focus on the remainder of aggressors.

Posted (edited)
1 hour ago, Mimirue17 said:

did you take out the option on how to control who issues challenges?  I liked the option to ignore the ones already cooked and focus on the remainder of aggressors.

It is in the changelog. I moved it from the MCM menu (where it was as a development test option) to the in-game implant Sexfight (Bimbo Mantras).

 

0.7708: 

  •  Bimbo mantra selector (SexFight challenger selection method) is now done lore-appropriately, from the SexFight sub-menu in the implant menu.  Removed MCM entry.
Edited by MSM_Alice
Posted
37 minutes ago, MSM_Alice said:

It is in the changelog. I moved it from the MCM menu (where it was as a development test option) to the in-game implant Sexfight (Bimbo Mantras).

 

0.7708: 

  •  Bimbo mantra selector (SexFight challenger selection method) is now done lore-appropriately, from the SexFight sub-menu in the implant menu.  Removed MCM entry.

Reading Manuals (changelogs) = Hard

 

:P 

 

thanks

Posted
19 hours ago, MSM_Alice said:


Yes. Big explosions, falling off a tall building, vertibird falling on one's head, things like that.  And story-quest based deaths.
Also " you cannot surrender to these enemies" scenarios (races not supported by Violate) or particularly vicious turrets.
Or for those who insist on a low health threshold for surrender in Violate.

Or those using Modern Firearms, probably...100 Ballistic Resistance helps, but when the levelled list decides a .50, .338, or .300WinMag would be funny on a level 6 tend to skip 30% and take you to -100% very quickly lol. Pretty sure even the .308s have a high enough rate of fire to skip surrender and go straight to death. Again, user-end issue, we'll see how it goes when you release the update.

 

Also, rolled back my save some 20 hours to get a pre-giggle/pose status: did not fix. Attempting new game to see if it resolves.

Posted
12 minutes ago, JemappelleRedacted said:

Or those using Modern Firearms, probably...100 Ballistic Resistance helps, but when the levelled list decides a .50, .338, or .300WinMag would be funny on a level 6 tend to skip 30% and take you to -100% very quickly lol. Pretty sure even the .308s have a high enough rate of fire to skip surrender and go straight to death. Again, user-end issue, we'll see how it goes when you release the update.

 

Also, rolled back my save some 20 hours to get a pre-giggle/pose status: did not fix. Attempting new game to see if it resolves.

well for most end users who are buffing weapons and/or monsters like SM they also tend to rely on weaves on armor pieces (modular maxed out slots) and chems that reduce damage and increase HPs.   I use Combined Arms (luckily the LL is a bit more realistic I guess)  and Ballistic weave unlocked.   Followers are kind of pointless unless you gear them out signifanctly.   For me they are there for Sex Toys, Eye Candy and for settlers (Female only - men are there for sex and death Black Widow style).

 

Love the Nipples and Giggles - now we just need a song for Giggling including the Nipples and 'come get some' poses!

Posted
16 minutes ago, Mimirue17 said:

well for most end users who are buffing weapons and/or monsters like SM they also tend to rely on weaves on armor pieces (modular maxed out slots) and chems that reduce damage and increase HPs.   I use Combined Arms (luckily the LL is a bit more realistic I guess)  and Ballistic weave unlocked.   Followers are kind of pointless unless you gear them out signifanctly.   For me they are there for Sex Toys, Eye Candy and for settlers (Female only - men are there for sex and death Black Widow style).

 

Love the Nipples and Giggles - now we just need a song for Giggling including the Nipples and 'come get some' poses!

time to go into some of the clothing mods and change slots so I can get even more skimpy armor on at same time.   Currently able to still have 96 overall skimpy rating.

 



image.thumb.jpeg.90820ea54dd8d11081979008911622b7.jpeg

image.thumb.jpeg.bc8f057d8fd3fbb794e854b4e57499c9.jpeg

need to start hunting some legendary items as I have 6 slots that only have legendary option on them

Posted
7 hours ago, JemappelleRedacted said:

Or those using Modern Firearms, probably...100 Ballistic Resistance helps, but when the levelled list decides a .50, .338, or .300WinMag would be funny on a level 6 tend to skip 30% and take you to -100% very quickly lol. Pretty sure even the .308s have a high enough rate of fire to skip surrender and go straight to death. Again, user-end issue, we'll see how it goes when you release the update.

 

Also, rolled back my save some 20 hours to get a pre-giggle/pose status: did not fix. Attempting new game to see if it resolves.

Please let me know if it's resolved in a new game. 

I am tweaking that system a bit, with some extra conditions/limits, as I  am adding the extra planar tribunal (it was a bit funny how striking poses and giggling happened in an in limbo with the huge extraplanar entities, but not intentional). It should be the perfect time to correct other issues too.  

 

Posted

cant seem to kill anything via sexfight even when perfect on challenges and set to kill. Any idea what I have set wrong?

ScreenShot89.png

ScreenShot90.png

Posted

  

18 hours ago, MSM_Alice said:

Please let me know if it's resolved in a new game. 

I am tweaking that system a bit, with some extra conditions/limits, as I  am adding the extra planar tribunal (it was a bit funny how striking poses and giggling happened in an in limbo with the huge extraplanar entities, but not intentional). It should be the perfect time to correct other issues too.  

 

New game seems to add the interrupt and uses the right anims, though it kicks off in Workshop mode and interrupts LooksMenu too. Not sure if it's supposed to jump out to ~600 units, but it does like going well passed my maximum 360-odd custom camera setting.

 

I'm not sure the stats reporter is outputting correctly. I was surprised I didn't get an immediate bump, but I did expect to go up to 3 or 4 off that (say it with me) mutie group. The implant menu said I was 1, tracking towards 2 (seems low, but okay), 2 tracking towards 2 (suspiciously low), then 3 tracking towards 3 (sounded right). B-4 happened last night but I didn't get a good look and rolled back to an earlier save anyway. Save is potentially sick thanks to SS2 so unlikely to have much useful info, will start a fresh save after the next update because I need to just play for a bit. Oh look, it crashed -_-

 

I'd argue it's 100% on brand to giggle at the unknowable eldritch entities that are melting your brain and putting you on trial lol. The music also gets more entertaining if you think of it as the soundtrack to a multi-planar reality tv show 😜

 

2 hours ago, Olmech said:

cant seem to kill anything via sexfight even when perfect on challenges and set to kill. Any idea what I have set wrong?

Punishment relies on a Punish%, if you didn't cook one then your rate is 2/3 and below the 80% threshold. Other than that, are you on the latest version? Do you have the option that allows extra Violaters to be added to the queue? I had the same problem but it has been working since 7722. Link to the comment about the punish rate below

https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/44/#findComment-7101184

 

On 8/12/2025 at 11:39 AM, Mimirue17 said:

well for most end users who are buffing weapons and/or monsters like SM they also tend to rely on weaves on armor pieces (modular maxed out slots) and chems that reduce damage and increase HPs.   I use Combined Arms (luckily the LL is a bit more realistic I guess)  and Ballistic weave unlocked.   Followers are kind of pointless unless you gear them out signifanctly.   For me they are there for Sex Toys, Eye Candy and for settlers (Female only - men are there for sex and death Black Widow style).

Weaves are out (MSMA Hypersexual takes the spot), armour may remove Bimbo Outfits, and followers make reasonable meat shields and early warning systems for the callous 😜 Add in Captive rescues w/ Protected setting and even a .380 pistol can save the day if you have enough of them!

Legendary stacking however, needs to be carefully balanced: too many Shell or Wall enchants and they just run away in fear apparently.

Posted (edited)
6 hours ago, Olmech said:

cant seem to kill anything via sexfight even when perfect on challenges and set to kill. Any idea what I have set wrong?

ScreenShot89.png

ScreenShot90.png

Hmm..
Thank you for testing.

Can you provide a papyrus log, there might be some clues there if you are activating one of the system meant to interact with friendlies, without realizing it.
Is this a new game or is it an upgrade on a really old version?
There are some versions in this mod's history that hard-required a new playthough for things to be initialized correctly.  Can;t be upgrades just from any version to present without a new game. 


I also see in those reports that that the utility strings with terms like "hours"  " minutes" , " seconds" and "days" are not populating and they have no problem initializing for me which makes me thing something deeper might be off on your particular save/installation (missing script/uninitialized quests?). 

 

 

Edit: 
I see you have kill on but not paralyze/frenzy. 
Just kill and no paralyze is a case I never deeply tested, though in theory I at a glance I am not seeing why it should not work (but not ruling it out) .

Also, have you tried having both kill and paralyze on and see if kilin gstart working that way?  That would tell memore  about where to look.

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

  

New game seems to add the interrupt and uses the right anims, though it kicks off in Workshop mode and interrupts LooksMenu too. Not sure if it's supposed to jump out to ~600 units, but it does like going well passed my maximum 360-odd custom camera setting.


I didn't mind it in workshop too much so I left it in , but looksmenu can be annoying.

 

Yes theextra  zoom out is intentional, because some of the DLOH animations ( that I plan to add later for higher bimbo levels) have the player laying on the ground, and without the zoom out, the player  just dips out of view of the normal third person camera which films shoulders up or waist-up.
If it turns out it causes problems I cam make the extra zoom out optional.


I can test for looksmenu and workshop menus being open and add that to the (huge) list of conditions that prevents nipples and anims from starting/occurring. 
 

Quote

 

I'm not sure the stats reporter is outputting correctly. I was surprised I didn't get an immediate bump, but I did expect to go up to 3 or 4 off that (say it with me) mutie group. The implant menu said I was 1, tracking towards 2 (seems low, but okay), 2 tracking towards 2 (suspiciously low), then 3 tracking towards 3 (sounded right). B-4 happened last night but I didn't get a good look and rolled back to an earlier save anyway. Save is potentially sick thanks to SS2 so unlikely to have much useful info, will start a fresh save after the next update because I need to just play for a bit. Oh look, it crashed -_-


There might be some errors there.
Hmm .. can you go in MSMA MCM and set it from loose bimbo level progression reporting to accurate bimbo level progression reporting  (down to the percent) , and see if it makes more sense then?

 

 

 

I haven't pushed any updates, I am trying to figure out some infrequent crashes in limbo, whose cause eludes me.
Initially I thought it was because of all the furniture I was spawning and de-spawning on the fly for sex Anims, but then I made it all permanent/static (looks like a messy abandoned warehouse now) , not even enabling/disabling them anymore., and while they are less frequent, that wasn't fully *it*.

Edited by MSM_Alice
Posted (edited)

Speaking of unexpected Fast progression though, I do wonder if I should change the emergency AP generation to have a limit of how much can it burn of each stat per challenge, or leave it unlimited as it is now. 
For instance it can' t burn more than 10 Self esteem, or 5 Willpower, 5 Sex addiction and such per button press. 

Right now engaging with a particularly tough enemy can see ALL your burnable stats be burned to 0 in just one button press/one challenge. 
And yes you get one or two challenges in,  but then you're all tapped out.


And since at the start you need more than two challenges  in to get paralysis to occur, that's not really doing anything worthwhile . 

If I limit the amount that can be burned per challenge at least it becomes obvious that's an unwinnable battle, and you save up some of those burnable stats for actually winnable fights later on instead of burning them all in one button press. 


Should there be not only a spend limit per button press, but a limit per sexfight as well ?

 

Anyway not touching those until I am done with the extra planar tribunal and limbo :)

Edited by MSM_Alice
Posted

Well, now I have to make a whole lot of IKAROS conversions.  Because this mod would fit that far too well.  Having fun so far.  Only issue I've run into with the newest version was no image showing on the hologram pad upon first load.  Save and reload fixed it.  

Posted (edited)

0.7730 very much in need of testing , now with the first iteration of the Extra Planar tribunal. 

A new game is pretty much a MUST this time around. There might be too many tiny bugs if upgrading existing playthroughs.


Changelog

  • Limbo / death save  mechanic:  The extra planar tribunal will save you from death (assuming one uses Violate Mod and sets Player as essential in it,  - (but not "god mode / not set "ghost" on; essential, without the ghost flag).  On "death" (that specifically means on bleed-out, if the player would have died but was essential) then the player will be transported to Bimbo-Limbo where the extra planar tribunal will explain  how things work out. The player will be healed and released back into the world, at a cost.  Subsequent deaths/visits to Limbo will trigger increased levels of punishment. (In the future will have a separate essential system, but for now simply use the one in AAF Violate.) . Ways to get to limbo : 
    • If the player somehow dies (does not surrender on time, explosions, falling damage, vertibird falls on head)  they will go to limbo 
    • also,  Failed sexfight encounters (where all the enemies were NOT defeated) now can also have a (configurable - default 40%) chance of sentient/smart  enemies ( not animals) that were not mesmerized/paralyzed/frenzied,  to realize what had happened, to consider the player too dangerous to simply let go, and thus they'll be inflicting a deadly wound on the player that will send the player to limbo when the violate pacification bubble ends.  None of that happens if you actually win the SexFight.
  • The release back into the world of the extra planar tribunal also has a bit of a soft integration with Triggerwoman Reborn and Nuka Ride. If they are installed, The Extra planar tribunal should be able to see that and send you to safe areas in those mods/ stories.  Fenway Patrons or The Old Neighborhood club in Triggerwoman reborn (depending on the path chosen there),  or the Dunmores' farm , or the bed in the PornStar apartment for Nora/Norita depending where they are in the story in Nuka Ride.  Thanks so much to @Heinzelman and @JB. for providing the needed insider info to make that possible.
  • If the player does selfless "bimboing"  for the greater good they will gain golden tickets, that can be used to avoid the limbo sex punishment (right now, during  building up Sanctuary as a bimbo : the defense phase, for buildign the turrets,  and the generator and antenna phase are the only two events that grant Bimbo-Limbo golden tickets).
  • Added additional filter conditions for silly Anims to make their behavior more robust /less intrusive.  They also should no longer trigger in Looks menu and Workshop mode.
  • Corrected some bugs with the invisible moaners  ( they no longer have collision) 
  • Same with the hologram at marina ( no longer has collision, like a proper hologram)
  • Corrected a few bugs on the defacing tattoos system
  • Made all other scripts ( other than the main sexfight one) only register for AAF events when they need them, and unregister for them after. 
  • A mini integration with Commonwealth Slavers: while enslaved in CS, the implant won't work (story wise these two cant REALLY work together). It will resume function after you are free from slavery once again.  Marina will aso not be able to provide any services while the player is a Commonweath Slavers slave. 


    PS: yes the Bimbo-Limbo uses as punishment super mutant furniture animations right now , as I thought those were under-used in general and did not  get enough visibility. 

 

Edited by MSM_Alice

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