Mimirue17 Posted August 15, 2025 Posted August 15, 2025 3 minutes ago, MSM_Alice said: Hmm.. strange. If I remember correctly, SC-FMMM-SuperMutant-DoubleBedBroken01-Gangbang Staged should be part of the native SC definitions in his original mod, not part of anim patch or anything. It should not be missing from your system. Indeed the log says : [08/14/2025 - 10:45:09PM] Custom position is required:SC-FMMM-SuperMutant-DoubleBedBroken01-Gangbang Staged [08/14/2025 - 10:45:09PM] MSMADebug: Tribunal Custom requested position was NOT found! I am pretty sure this the is the one MHK uses for the gangbang which has worked. Wonder if there is somewhere where I can test this animation works
MSM_Alice Posted August 15, 2025 Author Posted August 15, 2025 (edited) 6 minutes ago, Mimirue17 said: I am pretty sure this the is the one MHK uses for the gangbang which has worked. Wonder if there is somewhere where I can test this animation works I double checked and the staged version that I call there is indeed NOT in the base SC pack Only the unstaged version is in the base SC pack. Will correct it in the next update. The Tribunal script will default to calling an unstaged version if the staged one is not present. Or I will add a redefinition, like I did for the high headcount ones. Don't remember by heart which patch added the staged version. I was sure it was in the base pack. The first part of the name is identical, so probably that's why I thought it must be there Edited August 15, 2025 by MSM_Alice
Mimirue17 Posted August 15, 2025 Posted August 15, 2025 (edited) 5 minutes ago, MSM_Alice said: I double checked and the staged version that I call there is NOT in the base SC pack Only the unstaged version is in the base SC pack. Will correct it in the next update, to call an unstaged version if the staged one is not present. Or I will add a redefinition Don't remember by heart which patch added the stages version. I was sure it was in the base pack. The first part of the name is identical, so probably that's why I thought it must be there i use this mod to change the SC 1.30 pack to staged before this I used the SAM ones Edit: I can disable this and retest if you like, just let me know as with the shortcut I can easily get to 3rd stage Edited August 15, 2025 by Mimirue17
MSM_Alice Posted August 15, 2025 Author Posted August 15, 2025 (edited) 27 minutes ago, Mimirue17 said: I am pretty sure this the is the one MHK uses for the gangbang which has worked. Wonder if there is somewhere where I can test this animation works A good moment to test other things: After that animation failed to be found in the animation list, did you get stuck in limbo or did the fall-back kick in properly and the exit dialogue scene still got played without other weirdness ( like a random fade out to black, that would have happened if the animation had been played okay towards the end)? I think you might get a random fade to black some 80 seconds in as looking in the script forgetting to cancel that if the animation was missing and was not playing.. Edit - It seems that today I finally could write a sentence about the limbo level, and not compulsively write 'bimbo-limbo'. I'm cured of that affliction! Edited August 15, 2025 by MSM_Alice 1
Mimirue17 Posted August 15, 2025 Posted August 15, 2025 13 minutes ago, MSM_Alice said: A good moment to test other things: After that animation failed to be found in the animation list, did you get stuck in limbo or did the fall-back kick in properly and the exit dialogue scene still got played without other weirdness ( like a random fade out to black, that would have happened if the animation had been played okay towards the end)? Edit - It seems that today I finally could write a sentence about the limbo level, and not compulsively write 'bimbo-limbo'. I'm cured of that affliction! Got stuck there, had to exit game. Quick keys worked to equip gear, inventory worked to use items, could turn around but not move
MSM_Alice Posted August 15, 2025 Author Posted August 15, 2025 19 minutes ago, Mimirue17 said: here are the ones from the XML pack I linked What was a bit puzzling is that if the named one is not found, the script should d just accept any compatible existing anim for that actor/furniture combo ( Player plus three muties on the double broken bed). The issue is it was still requiring the aggressive tag to be present on the Anim, and those Anims might not have it defined perhaps? Now, because in limbo most animation are called by name, I think I can safely remove any extra tag-based requirements for any animations called there, like "aggressive" so that should make the fallback work either way.
MSM_Alice Posted August 15, 2025 Author Posted August 15, 2025 (edited) 40 minutes ago, Mimirue17 said: Got stuck there, had to exit game. Quick keys worked to equip gear, inventory worked to use items, could turn around but not move This should both : - make that particular animation work (whichever version) (removed tag presence requirements for this scenario) - not have player be stuck without controls/ on black screen. if an AAF animation fails to play in Limbo for whatever reason The problem was not a bespoke name not being found ( as it should have used any qualifying animation if not, anyway). The problem that no qualifying animations for that specific number of actors and that specific piece of furniture were found also with the Aggressive tag present. MSMA_v0_7741.zip Edited August 15, 2025 by MSM_Alice
Mimirue17 Posted August 15, 2025 Posted August 15, 2025 (edited) FYI the tribunal scene in the truck bed is misaligned - every time that scene runs the PC is off to left of truck - the SM is aligned with the fender of the truck not the center of the bed/tailgate which is probably causing the collision forcing the player out of the truck. edit: think its caused by same issue - might be fixed in 7741 - wanted to run cowgirl but anim not found. here is the papyrus - its near the end but during middle was in bleedout 2 other times that did not result in tribunal. Explosion death worked - on bridge (know it was coming so stood in middle of it!) and last scene with 3 raiders let whole scene run without responding at all also sent it to tribunal. Papyrus.0.log Edited August 15, 2025 by Mimirue17
MSM_Alice Posted August 15, 2025 Author Posted August 15, 2025 (edited) 2 hours ago, Mimirue17 said: FYI the tribunal scene in the truck bed is misaligned - every time that scene runs the PC is off to left of truck - the SM is aligned with the fender of the truck not the center of the bed/tailgate which is probably causing the collision forcing the player out of the truck. edit: think its caused by same issue - might be fixed in 7741 - wanted to run cowgirl but anim not found. here is the papyrus - its near the end but during middle was in bleedout 2 other times that did not result in tribunal. Explosion death worked - on bridge (know it was coming so stood in middle of it!) and last scene with 3 raiders let whole scene run without responding at all also sent it to tribunal. Papyrus.0.log 211.81 kB · 0 downloads Let me know if all is better in 0.7741 When does bleed out not result in tribunal, specifically what is the sequence of events there? Edited August 15, 2025 by MSM_Alice
MSM_Alice Posted August 15, 2025 Author Posted August 15, 2025 (edited) This is a song that Marina would actually sing to the player . Not sexual this one, it is a whole other vibe. Marina's Manifesto, Power version (8 minute manifesto piece, I know I'm out of line, I guess Marina had a lot to say.) The New Dawn _Epic.mp3 Marina's Manifesto Poetic Version (7 minutes and 11 not much better, MeatLoaf eat your heart out wherever you might be with your epic arragements) The New Dawn_Poetic.mp3 Marina's Manifesto Ethnic Version, distilled in 5 minutes and 20 seconds The New Dawn_ethnic.mp3 I mean if Marina sings THAT to you, you just can't give in to be a bimbo after, can you? Edited August 16, 2025 by MSM_Alice 3
Mimirue17 Posted August 16, 2025 Posted August 16, 2025 17 hours ago, MSM_Alice said: Let me know if all is better in 0.7741 When does bleed out not result in tribunal, specifically what is the sequence of events there? I recall 2 instances where things did not go properly (sorry figured one of the below should have ended in bleed out and did not) 1-surrendered to 3 synths - cooked all 3 - scene ended no fade out and they started attacking me immediately. Fought them again - cooked all 3 and it worked properly (violate issue not so much MSMA) 2-4 raiders - 2 at at time - 1st batch activated no sexfight consequences after ignoring a few challenges (attempting to raise CVT as much as possible), 2nd batch purposely missed every 2 challenges and time ended without cooking anyone. scene ended and went invisible to escape instead of failing (not sure how was not defeated here) from what I could tell - the only way to fail combat enough to get tribunal is to not answer any challenges for any of the aggressors (doing this did result in tribunal)
Mimirue17 Posted August 16, 2025 Posted August 16, 2025 4 hours ago, MSM_Alice said: This is a song that Marina would actually sing to the player . Not sexual this one, it is a whole other vibe. Marina's Manifesto, Power version (8 minute manifesto piece, I know I'm out of line, I guess Marina had a lot to say.) The New Dawn _Epic.mp3 12.16 MB · 150 downloads Marina's Manifesto Poetic Version (7 minutes and 11 not much better, MeatLoaf eat your heart out wherever you might be with your epic arragements) The New Dawn_Poetic.mp3 8.56 MB · 140 downloads Marina's Manifesto Ethnic Version, distilled in 5 minutes and 20 seconds The New Dawn_ethnic.mp3 6.77 MB · 92 downloads I mean if Marina sings THAT to you, you just can't give in to be a bimbo after, can you? PREACH MARINA!
Mimirue17 Posted August 16, 2025 Posted August 16, 2025 I really wish I could bring Marina a nice cooked meal, something to drink and maybe a lantern or two. She looks so lonely standing there all night in the dark....
MSM_Alice Posted August 16, 2025 Author Posted August 16, 2025 (edited) 23 minutes ago, Mimirue17 said: I really wish I could bring Marina a nice cooked meal, something to drink and maybe a lantern or two. She looks so lonely standing there all night in the dark.... I did consider giving her a daily loop and makes sure she goes inside at night ( doorbell is still there for when you visit at night) BUT that situation in the end should really not extend past 24 in-game hours when I get to act 1 . The situation when she is there near the truck shouldn't last more than an in-game day until mister SJ returns and all three of your leave to Mister SJ's version of Sanctuary instead, where Marina would have a proper home. Quote I recall 2 instances where things did not go properly (sorry figured one of the below should have ended in bleed out and did not) 1-surrendered to 3 synths - cooked all 3 - scene ended no fade out and they started attacking me immediately. Fought them again - cooked all 3 and it worked properly (violate issue not so much MSMA) 2-4 raiders - 2 at at time - 1st batch activated no sexfight consequences after ignoring a few challenges (attempting to raise CVT as much as possible), 2nd batch purposely missed every 2 challenges and time ended without cooking anyone. scene ended and went invisible to escape instead of failing (not sure how was not defeated here) from what I could tell - the only way to fail combat enough to get tribunal is to not answer any challenges for any of the aggressors (doing this did result in tribunal) Are these all captured in the papyrus log linked above ? Edited August 16, 2025 by MSM_Alice 1
Mimirue17 Posted August 16, 2025 Posted August 16, 2025 (edited) 22 minutes ago, MSM_Alice said: I did consider giving her a daily loop and makes sure she goes inside at night ( doorbell is still there for when you visit at night) BUT that situation in the end should really not extend past 24 in-game hours when I get to act 1 . The situation when she is there near the truck shouldn't last more than an in-game day until mister SJ returns and all three of your leave to Mister SJ's version of Sanctuary instead, where Marina would have a proper home. Are these all captured in the papyrus log linked above ? yes, the synth encounter is. Can't remember if that specific raider one is - there is another one in that that went wrong - 3 on 1 then 1 on 1 - did not beat any in a sexfight - went invisible - attacked again and let them kill me (turned surrender to 0 and turned off god mode) by just standing there taking damage = tribunal. Edited August 16, 2025 by Mimirue17
MSM_Alice Posted August 16, 2025 Author Posted August 16, 2025 (edited) 31 minutes ago, Mimirue17 said: yes, the synth encounter is. Can't remember if that specific raider one is - there is another one in that that went wrong - 3 on 1 then 1 on 1 - did not beat any in a sexfight - went invisible - attacked again and let them kill me (turned surrender to 0 and turned off god mode) by just standing there taking damage = tribunal. Got it. The synth encounter seems to have went okay in the log, just that.. no punish was applied on end, and it seems the peace bubble in violate did not apply either. Coul have been a scene with them free started by other means than violate ? Is it possible for the player to have been the aggressor there and not the victim? It was either that, or somehow the auto Cooker misfired and auto ended the scene without any of them being cooked. Will put more traces around this case so I have more insights next time. I am not so quick to say it is Violate's fault also because remember we did tinker a bit with its FPV_Ohnit script to allow for Synth gangbangs, that *migth* have had unintended side effects . Assuming you did download that file and are using it since otherwise the synchs would have gone 1 by 1. Quote ended without cooking anyone. scene ended and went invisible to escape instead of failing (not sure how was not defeated here) IF you did go invisible means 1. frenzy was on 2. you did affect at least some of them with frenzy (maybe all). At any rate on a lost sexfight, the "mortal wound" (aka tribunal consequence), is chance based, not 100% (default 40%) It is determined when the last scene ends, yes, but its actual effect (the actual teleportation to limbo) happens not when the last scene ends, but when the violate peace bubble ends. If you did fail the sexfight and the enemies are the correct sentient races to understand what happens (humans mutants, or robots.synths) , and to consider you dangerous, you should see that notification about the fatal would that they the applied to you. It is polite to let violate end graciously its " peace bubble time" before applying the " fatal wound" consequence and moving the player to limbo. On raider actors who seem not punished but they are in fact punished: I do evaluate their individual accumulated pleasure on act end too, and if on ending the act their accumulated pleasure happened to be above the punish threshold ( they got there literally in the last seconds of the encounter) , then the punish does get applied, even if they didn't have time to also get an orgasm to "operationalize" that accumulated pleasure the normal way. I do not mark them again with the glow in this case, maybe I should. They might have been in that case. High level bimbos might be able to paralyze low level enemies even with 0 answered challenges, just based on their passive stats ( used to be the case that even kill might be possible, but I tuned that down). Edited August 16, 2025 by MSM_Alice
MSM_Alice Posted August 16, 2025 Author Posted August 16, 2025 1 hour ago, Mimirue17 said: yes, the synth encounter is. Can't remember if that specific raider one is - there is another one in that that went wrong - 3 on 1 then 1 on 1 - did not beat any in a sexfight - went invisible - attacked again and let them kill me (turned surrender to 0 and turned off god mode) by just standing there taking damage = tribunal. Here is a temp version with more log traces around that topic, so if it ever happens again I'll know more abut how the dominoes fell to get into that situation. Should be safe to update from 0.7730, in any situation. MSMA_v0_7742.zip
Mimirue17 Posted August 16, 2025 Posted August 16, 2025 (edited) here is a log with a tribunal (hotkey triggered) and couple of rounds with synths (went into station near taffington boathouse) - scene with 8 - two gangbangs 4 on 1 and 3 on 1. this was on 7742 for fix on Tribunal scene selector and tracker on synth gangbang handling Edit: Synth scenes ended in frenzy firefight as expected by system. Venus is a full "filled" test subject who is happily sleeping while reporting in Papyrus.0.log Edited August 16, 2025 by Mimirue17 1
MSM_Alice Posted August 16, 2025 Author Posted August 16, 2025 (edited) 3 hours ago, Mimirue17 said: here is a log with a tribunal (hotkey triggered) and couple of rounds with synths (went into station near taffington boathouse) - scene with 8 - two gangbangs 4 on 1 and 3 on 1. this was on 7742 for fix on Tribunal scene selector and tracker on synth gangbang handling Edit: Synth scenes ended in frenzy firefight as expected by system. Venus is a full "filled" test subject who is happily sleeping while reporting in Papyrus.0.log 351.64 kB · 0 downloads Great. It looks that the punish function did fire, So was it all good, or was there any unexpected behavior that I am not getting/seeing ?:) I realized that " exit limbo to Nuka Ride bed" was not teleporting the player. The detection/dialogues worked as expected, just that the quest stages between Triggerwoman Reborn Exit and Nuka Ride exit were accidentally swapped because of 3:00 AM groggy-ness Corrected now. Think should tie any loose end from the Bimbo-Limbo update, as close as possible as a "stable version" release. Edit: this is also on the main page. MSMA_v0_7743.zip Edited August 16, 2025 by MSM_Alice 1
JemappelleRedacted Posted August 17, 2025 Posted August 17, 2025 On 8/14/2025 at 4:39 PM, MSM_Alice said: I did do my best to have it be a stable release though. Sorry, that was a miscommunication: it was an experimental build rather than an unstable one, I think I was rushing the reply to go to bed though. That taken as read...I'm going to blame (and then rush) America Rising 2, but could I just go for 2 hours without a save getting corrupted?!?! 3000% script lag from no obvious source. More pertinent, the combination of Violate's "mutual hostile" setting and MSMA's "ad-hoc addition" option caused strange violate chains. First was by an Ant (no anim), which called in a bloatfly from across Sanc...and then 2 raiders joined the queue from somewhere. Raiders fought the bugs, but the bloatfly just kept plugging away for 4-5 events with no sign of stopping. Second, very similar, scav from a random event, added raiders from Concord. This time they killed eachother and left me in a control locked limbo. I have since disabled both Ad Hoc, Mutual Hostile, and changed the MSMA setting to stop failed anims, but with so many crashes so close together I have no logs to provide. Other notes: Bimbo Limbo seems to be intercepting the bleedout well (though now that I think of it I really want a Big-Tiddy Valkyrie to come drag us off to Fuckhalla 🤣), I'm not sure if the animation is supposed to keep running while you "fade to black" or not but it does. Had a hang up on my first visit before they asked where I wanted to spawn, said it was loading but 2min without progress or control access. Other visits have gone better, so I assume this is just FO4 being FO4 🤷♂️ Requests: Please don't disable player controls. It removes all notifications including "Limbo Lover 2 is beyond your abilities", your AP bar (making you do massively dumb things, totally in character though lol), and the AAF interface so you can't see which animation it is so you can set up your own sexnasium in Sanctuary 😜 If it's not too much trouble, could the debug stats menu be moved to the implant rather than Marina? It'd save a few menus to enter and exit when you're on expedition...not a huge issue most of the time, but I've been checking the Precise Report feature for inaccuracies and it's adding up. Only if it's quick and easy though, if not I can just roll with it. On 8/14/2025 at 4:39 PM, MSM_Alice said: "affect camera settings" Funny story, PVPK "Life of the Party" used a lying down anim, and since it remained at standing height my normal settings were at least a metre too high lol. On 8/14/2025 at 4:39 PM, MSM_Alice said: At first glance not seeing anything wrong with those number per se. The "Precise Report" is ~8% lower than the current stats, so beyond the actual speed of transition from current to projected stats, you still get there 8% faster than expected. I have more reports to check, but that'll have to wait a while. On 8/15/2025 at 12:30 AM, MSM_Alice said: I can' t let Bimbo Limbo pass by without some bespoke music. <to the tune of Sia's "Cheap Thrills"> "I guess this is all that I'm doing today. Bimbo Limbo!" The crowd: "How long can she go?!" 🎉 Fascinating insight into the process, the calypso works surprisingly well. On 8/15/2025 at 7:01 AM, Slip0213 said: if I can't master Bimbo 2 I'm in trouble We all are mate, I suspect until the story moves along a bit further we'll all be tweaking our SA stat rates or getting frequent flier miles to Bimbo Limbo lol.
MSM_Alice Posted August 17, 2025 Author Posted August 17, 2025 (edited) 2 hours ago, JemappelleRedacted said: Sorry, that was a miscommunication: it was an experimental build rather than an unstable one, I think I was rushing the reply to go to bed though. That taken as read...I'm going to blame (and then rush) America Rising 2, but could I just go for 2 hours without a save getting corrupted?!?! 3000% script lag from no obvious source. More pertinent, the combination of Violate's "mutual hostile" setting and MSMA's "ad-hoc addition" option caused strange violate chains. First was by an Ant (no anim), which called in a bloatfly from across Sanc...and then 2 raiders joined the queue from somewhere. Raiders fought the bugs, but the bloatfly just kept plugging away for 4-5 events with no sign of stopping. Second, very similar, scav from a random event, added raiders from Concord. This time they killed eachother and left me in a control locked limbo. I have since disabled both Ad Hoc, Mutual Hostile, and changed the MSMA setting to stop failed anims, but with so many crashes so close together I have no logs to provide. Other notes: Bimbo Limbo seems to be intercepting the bleedout well (though now that I think of it I really want a Big-Tiddy Valkyrie to come drag us off to Fuckhalla 🤣), I'm not sure if the animation is supposed to keep running while you "fade to black" or not but it does. Had a hang up on my first visit before they asked where I wanted to spawn, said it was loading but 2min without progress or control access. Other visits have gone better, so I assume this is just FO4 being FO4 🤷♂️ Requests: Please don't disable player controls. It removes all notifications including "Limbo Lover 2 is beyond your abilities", your AP bar (making you do massively dumb things, totally in character though lol), and the AAF interface so you can't see which animation it is so you can set up your own sexnasium in Sanctuary 😜 If it's not too much trouble, could the debug stats menu be moved to the implant rather than Marina? It'd save a few menus to enter and exit when you're on expedition...not a huge issue most of the time, but I've been checking the Precise Report feature for inaccuracies and it's adding up. Only if it's quick and easy though, if not I can just roll with it. Funny story, PVPK "Life of the Party" used a lying down anim, and since it remained at standing height my normal settings were at least a metre too high lol. The "Precise Report" is ~8% lower than the current stats, so beyond the actual speed of transition from current to projected stats, you still get there 8% faster than expected. I have more reports to check, but that'll have to wait a while. <to the tune of Sia's "Cheap Thrills"> "I guess this is all that I'm doing today. Bimbo Limbo!" The crowd: "How long can she go?!" 🎉 Fascinating insight into the process, the calypso works surprisingly well. We all are mate, I suspect until the story moves along a bit further we'll all be tweaking our SA stat rates or getting frequent flier miles to Bimbo Limbo lol. Thank you for the feedback. Very much appreciated. There's no way I can fine tune this in just an echo chamber, the more voices chime in on this the more perspectives I can consider. I did also fiund an edge case where the player goes to bimbo limbo but Violate manages to squeeze in setting the surrender idle pose on the player, and while this does not critically break gameplay it looks odd (until the next surrender, or next idle reset) I'll have to remember to reset that surrender pose either at the bimbo limbo start or bimbo limbo end. Quote Other notes: Bimbo Limbo seems to be intercepting the bleedout well , I'm not sure if the animation is supposed to keep running while you "fade to black" or not but it does. I can' t start bimbo limbo too fast after the player reaching 0 health, as the fallout4 conditions have some conditions about letting ragdoll finish (probably bleed out too) until the player can be teleported again. So there's a Race condition between MSMA start and Violate start there. Now it is true, when MSMA starts Bimbo Limbo it also checks if Violate had also started, and if it did, it asks Violate to force-outcome/exit (at two separate points/on two separate instances) but apparently there are still some edge cases where a little part of violate that does some actions (setting up the surrender idle on the player) does run, and those actions are not undone undone by Violate, when asked to stop early. So I'll need to patch that. Quote More pertinent, the combination of Violate's "mutual hostile" setting and MSMA's "ad-hoc addition" option caused strange violate chains. First was by an Ant (no anim), which called in a bloatfly from across Sanc...and then 2 raiders joined the queue from somewhere. Raiders fought the bugs, but the bloatfly just kept plugging away for 4-5 events with no sign of stopping. Second, very similar, scav from a random event, added raiders from Concord. This time they killed eachother and left me in a control locked limbo. Hmm....Thank you for flagging that. I will take another look but i think things are bit simpler. That behavior itself I think is just due to the " allow mutually hostile aggressors" , and its always on desire to add in walk-in to the aggressor list (not togglable as far as Violate is concerned). That's all there is to it. No MSMA connection really. It has nothing to do directly, and is not controlled by the "ad-hoc additions to the aggressor list" allowed in MSMA. These are separate aspects. By default that "allow mutually hostile aggressors" is off in Violate , (and for good reason), as it can pull weird enemies from random places especially If the violate starts on bleed out. On bleed out the combat is considered ended, and the filter of " only combatants can be violators" is often meaningless. Aggressors are thus added with very little filter. If on, it allows Violate to add mutually exclusive aggressors to the aggressor pool (but they can be there at the start, or added later, as far as I know not always added later, so not always related to ad-hoc additions.) All of that is Violate-only, has nothing to do with MSMA. The other setting you are referring to, the one that IS MSMA centric probably should be always on ( and never exposed to users). It is for violate aggressors that wonder by as the scene unfolds and that are added by Violate to the aggressor list, and is meant to be there if you want those walk-ins to also be added to the internal MSMA aggressor list that help in the early determination if the current round in a last round in a Violate sequence or not ( a determination that needs to be done before Violate itself makes that determination, for the purpose of softening the bad Violate consequences ahead of time if the sexfight was won). That MSMA setting does not affect Violate's desire to use those walk-ins in the violate scene or not ( as far as I can tell Violate ALWAYS uses them if they qualify. That behavior in Violate is, as far as I know, not configurable, and is always true. The setting in MSMA only affects the internal MSMA algo for separatelly determining ahead of time what round is the true last round of violate at the end of which punishments should be applied, and by the end of which, the violate outcomes should be " softened" or not. If walk-ins weren't added to that list in MSMA, the potential effect would be "Last round" detector would flip to "true" sooner than normal, causing aggressors to die/paralyze/ ( maybe frenzy) mid-violate (usually on the scene just before the last scene). The reverse is also possible. If aggressors that died while waiting weren't dynamically removed from that "last round determination" list in MSMA , the potential effect would be "Last round" detector would never flip to true on the last round , causing aggressors to not die/paralyze/frenzy on last round ends like normal, they would be punished later by the fallback punish failsafe triggering on peace bubble ending. Quote Requests: Please don't disable player controls. It removes all notifications including "Limbo Lover 2 is beyond your abilities", your AP bar (making you do massively dumb things, totally in character though lol), and the AAF interface so you can't see which animation it is so you can set up your own sexnasium in Sanctuary 😜 Will think about it. One can have disabled controls with the Hud visible, that's not the issue, but the thing is I specifically wanted the Hud off there. The sexfight powers are granted by the entities, and they don't necessarily want you to optimally use their own toys against their goals while they brought you to BimboLimbo. What they want you to do in stat state is... to not fight back. Specifically they don't want you to be able see the HUD., or access your implant, they'd rather you not be proficient at Sexfight in those specific moments. You want to be defiant and try to use the sexfight " blindly" with no hud, then fine, but.... face the consequences of that decision. Quote If it's not too much trouble, could the debug stats menu be moved to the implant rather than Marina? It'd save a few menus to enter and exit when you're on expedition...not a huge issue most of the time, but I've been checking the Precise Report feature for inaccuracies and it's adding up. Only if it's quick and easy though, if not I can just roll with it. I could add a copy of that to the big implant menu? (the " cheat" one) So they are a lever higher. But a fair warning. As part of the " save flow" , "4th wall breaking" mechanics, In msma, all actions, including the ones in the MSMA MCM settings, will eventually have gameplay consequences. Morkulus, Murkulus and Merkulus will judge you at some point based on your MSMA MCM settings. Including on if you use the big Cheat implant menu or not. That is a serious offence, you've tampered with their hardware, and installed a non standard menu on it, that can' t go unpunished. And probably it won' t be "just" Super mutants that time. Oh, you have dialed down AP cost at a value lower than the default to make your sexfight unchallenging? Maybe they'll just not let you use your golden tickets, or you'll need to go through several bimbo limbo scenes instead of just one, before you are allowed to go. Things like that. But I am waiting for things to be ma bit more polished and stable before introducing these kind of "meta" judgement sessions. They' re only fun if everything else works flawlessly. If one has to use settings in the MCM just to go around bugs, then getting judged on MCM settings feels out of place. Quote The "Precise Report" is ~8% lower than the current stats, so beyond the actual speed of transition from current to projected stats, you still get there 8% faster than expected. I have more reports to check, but that'll have to wait a while. Are you sure ? That might be because the current stats you're evaluating from 0 to current, and the bimbo reports counts from previous level to next level only. Not from 0. Or maybe you are comparing target values with instant values or true values. Can you get me more specifics exactly what is *exactly* the misalignment you are seeing, down to the last dot? Quote Fascinating insight into the process, the calypso works surprisingly well. Thank you! Sometimes there are days where I can do is chase my tail around a single bimbo song until It feel *right*. Quote (though now that I think of it I really want a Big-Tiddy Valkyrie to come drag us off to Fuckhalla 🤣), I did toy with the idea of a facilitator, including a time-stop where ethe world goes gray ... but that's a time for polish after prelude is done. I want to have a finalized prelude, and ideally even a chunk of Act1 before the next season of Fallout series starts on Prime . Fuckhalla is a hilarious alt name for bimbo limbo, maybe I'll have totally corrupted bimbos refer to it as such Edited August 17, 2025 by MSM_Alice 1
JemappelleRedacted Posted August 17, 2025 Posted August 17, 2025 47 minutes ago, MSM_Alice said: I can' t start bimbo limbo too fast Damn, rushed to post and didn't proofread well enough. I meant to say the Tribunal's mutie anims continue behind a black screen before they can ask you where you want to teleport to. The intercept worked without observed issue. 50 minutes ago, MSM_Alice said: as far as I can tell Violate ALWAYS uses them if they qualify Huh, interesting. Something definitely odd then, as that single bloatfly took at least 5 Violate anims in a row, despite 2 raiders wandering in that should have been added to the list and instead were shooting anything vaguely insectile. Didn't look like it was going to stop either, despite setting 3-5 rounds in Violate. Will re-enable the MSMA setting when I get a chance. 1 hour ago, MSM_Alice said: I specifically wanted the Hud off there Nevermind then, I just dislike control and hud locks because I see a lot of issues rock up in NR when you lose them (Night Fever on the train tracks is particularly bad). Also I like to know what the anims are, as I said lol. 1 hour ago, MSM_Alice said: If one has to use settings in the MCM just to go around bugs, then getting judged on MCM settings feels out of place Tell Doberman that 😜 Maybe add a button that says you're debugging their reality until you're happy enough to call it 1.0? I'm running mostly default anyway, dropped the weapon fumble to 0.6 and added Big Menu for debugging/testing. Though I'm also beginning to wonder what constitutes an MSMA day, because at B2 those "Last 2 days" punishments seem to kick in immediately on level up and never get satisfied no matter what I do in those 18 hours between naps. 1 hour ago, MSM_Alice said: bimbo reports counts from previous level to next level only Will reassess when I get a chance, I have screenshots to work from but I've been rounding to 1 decimal. 1 hour ago, MSM_Alice said: Fuckhalla is a hilarious alt name Odin is with us! 🤣 Oh, also, anyone else walk into BADTFL, shoot the ceiling and yell "This is a stick up! No, put your wallets away, you're going to besticking it up me!"? B-6 is a hell of a drug I tell ya 😜
MSM_Alice Posted August 17, 2025 Author Posted August 17, 2025 (edited) New test version, this should actually reset any odd animation idles/flavors upon entering bimbo limbo. Should prevent the hands-up surrender stance/idle anim sticking around too long. It also removes KFT devices one might have on, at the start of Bimbo-Limbo. Also made it so if Commonwealth Slavers is active / player is a CS slave, bimbo limbo abductions won't happen. I also realized that because I am building emergent system that interplays with other systems, and not just a story part mod where the player is on a more clearly defined context track, I can't know for sure at what moment the player might have on not restraints on them, when starting certain scenes. Overall in MSMA I might need a more proper Restraints Manager module, that deals in an integrated fashion with DD, KFT and RH restrains on the player. Will have to add that before I build other things in. This would make it easier to handle restrained situations when: - Starting bimbo-limbo - Starting Wedge scenes - Starting Codsworth craving management - Having a pleasant brunch chat with Marina (can't do that when gagged, really) - Starting a silly flavor animation as an aroused high level bimbo (can't do that if frogtied). - Starting any MSMA-Centric sex scene start. Right now each are treated ad-hoc, if they are treated, but I think that's not a robust approach. I need a proper over-arching restraints manager module in MSMA. MSMA_v0_7744.zip Edited August 17, 2025 by MSM_Alice
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