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Posted (edited)
1 hour ago, JemappelleRedacted said:

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.

Got it. Yes the slow fade to black towards the end of the anim is intentional. 
It is intended as a  "...And so it went on for a while..." storytelling device 
I had hoped it suggests this took longer, and do so without boring the player.

 

 

Quote

 

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.


Will look at it more. 
But what i know for sure is that: 
I do not set any AI packages / alter combat behavior on any aggressors or nearby NPC
All the MSMA setting about allowing "ad-hoc aggressors" does is it makes MSMA "ask" violate for an updated copy of its current aggressor list between violate rounds.  Nothing more, and updates new entries in its own internal list as needed.

 

 

Quote

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.

Will give it more thought. Maybe I will just leave the hud up.


 

Quote


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

Yeah it is not supposed to react to tiny or understandable changes, just big changes, like a feature disabled all together. 
Will think more about what the reaction threshold to those could be.  Definitely lowering weapon drop from  1 to 0.6 woudn't trigger a judgement ( at most a comment),  but maybe a drop to 0.1 or 0 will.

Also for morphs, if someone scales morphs down to 50% , that' okay. 
Turned them down to less than 10%or turns them off altogether, then maybe Morkulus Murkulus and Merkulus will see fit to schedule the player for an extreme strip+inflate session.
Also will not advertise this, it should b a story surprise down the line, nbot out of the gate. Most people won' t expect their MCM settings to play a part in the story this way.
...Anyway this is for post version 1.0 

 

Quote

 . 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.

 

Should be the regular 24 ingame hours.
Maybe some cravings conditions  are bugged.
Specifically which ones de not get satisfied ? Are they on B6 ?|
(conditions are differently checked for each bimbo level, it might be that just a certain bimbo level is bugged).


 

Quote

B-6 is a hell of a drug I tell ya 😜 

That it is 😆
 

Edited by MSM_Alice
Posted (edited)

I've been having an issue where the silly bimbo animations, using the DLOH animations kicks the camera to the absolute widest max distance view.  If I happen to be doing anything with the camera scroll, it screws my camera up and locks it at max range.  Rolling the mouse wheel forward does nothing, then pulls me into first person.  Rolling it backwards zooms me all the way out, then in a bit(wrong direction for rolling mouse wheel backwards) but never where my camera used to be. 

 

This time it happened this time right when I scrolled in to see my hologram, a silly animation kicked in while I was moving the wheel in, when the animation stopped, my camera is stuck in the broken view..  Is this normal to do the zoom out, or is it a conflict with my camera mod?  I use Custom Camera found here. https://www.nexusmods.com/fallout4/mods/29905

 

Edit - I figured out a fix.  Set a saved profile in custom camera with your default sttings you want.  If the camera gets stuck after a silly bimbo action, just load the profile you saved.  This MSMA changes the custom camera setup somehow, but the mod can restore it's settings to what you want normally.

Edited by rilieAP
Posted (edited)
44 minutes ago, rilieAP said:

I've been having an issue where the silly bimbo animations, using the DLOH animations kicks the camera to the absolute widest max distance view.  If I happen to be doing anything with the camera scroll, it screws my camera up and locks it at max range.  Rolling the mouse wheel forward does nothing, then pulls me into first person.  Rolling it backwards zooms me all the way out, then in a bit(wrong direction for rolling mouse wheel backwards) but never where my camera used to be. 

 

This time it happened this time right when I scrolled in to see my hologram, a silly animation kicked in while I was moving the wheel in, when the animation stopped, my camera is stuck in the broken view..  Is this normal to do the zoom out, or is it a conflict with my camera mod?  I use Custom Camera found here. https://www.nexusmods.com/fallout4/mods/29905

 

Edit - I figured out a fix.  Set a saved profile in custom camera with your default sttings you want.  If the camera gets stuck after a silly bimbo action, just load the profile you saved.  This MSMA changes the custom camera setup somehow, but the mod can restore it's settings to what you want normally.

I'll have to see what I do about that and its interplay with Custom camera. 
Until then, it is probably best to turn off that silly animations module altogether in the MSMA MCM settings  if you are using Custom camera.

Edited by MSM_Alice
Posted

In bimbo limbo maybe leave the Hud on but deactivate sexfight completely (no commands work).   Reason being this is a punishment you should not be allowed to mitigate it in any way.   I actually use the hotkey to turn off sexfight consequences as soon as the animation starts.   Player should have NO control of what goes on there if I understand the intention of the situation.   I have noticed that they use a single SM if level 1 (during the 10ish times I have been there), the one time I went there at level 2 they used a gangbang on the bed which did not work before the patch, but I cant retest it at level 1.

Posted (edited)

I've had one problem in the new version, In Bimbo Limbo, the guys are small, if I tfc, I see them down on a platform, but my character says they are huge when she first arrives.  I have to assume they are supposed to be larger. If I setscale to 3 or 4 I can see them, but not respond, if I setscale to 2 and then move them to my character I can usually talk for the responses.  The scenes go off correctly, when I can respond, so that is working, just not them.

 

Second, with the body piercings being "permanent" they conflict with some plugs from DD, can we get a choice on them, like the manicured nails?

 

The last thing is more of a request, since lots of NR accessories make it in Marina's purchase menu, is there any way you can add the OB body piercings for body jewelery?  Maybe for purchase at lvl  6 or 7 bimbo?  I really like that set, but want the bonuses of having them purchased form Marina.

Edited by rilieAP
Posted
9 hours ago, Mimirue17 said:

In bimbo limbo maybe leave the Hud on but deactivate sexfight completely (no commands work).   Reason being this is a punishment you should not be allowed to mitigate it in any way.   I actually use the hotkey to turn off sexfight consequences as soon as the animation starts.   Player should have NO control of what goes on there if I understand the intention of the situation.   I have noticed that they use a single SM if level 1 (during the 10ish times I have been there), the one time I went there at level 2 they used a gangbang on the bed which did not work before the patch, but I cant retest it at level 1.

Will think about it.
Right now, In bimbo Limbo , the sexfight command button does work (so it does not look like a bug), but the assaulting mutants can never be punished on end. Whether you press that button to turn off sexfight consequences or not, the consequences should be turned off regardless. It is like Wedge in that regard. 

 

Posted (edited)
6 hours ago, rilieAP said:

I've had one problem in the new version, In Bimbo Limbo, the guys are small, if I tfc, I see them down on a platform, but my character says they are huge when she first arrives.  I have to assume they are supposed to be larger. If I setscale to 3 or 4 I can see them, but not respond, if I setscale to 2 and then move them to my character I can usually talk for the responses.  The scenes go off correctly, when I can respond, so that is working, just not them.

 

Second, with the body piercings being "permanent" they conflict with some plugs from DD, can we get a choice on them, like the manicured nails?

 

The last thing is more of a request, since lots of NR accessories make it in Marina's purchase menu, is there any way you can add the OB body piercings for body jewelery?  Maybe for purchase at lvl  6 or 7 bimbo?  I really like that set, but want the bonuses of having them purchased form Marina.


Morkulus Murkulus and Merkulus Scale
That is odd. Their size should be set in the ESP, not something that I do via scripts at runtime.
Scale factor should be 5.5, and the distance override I set in that dialogue scene that should enable you to talk with them just from where you are ( but maybe what's missing is the direct light of sight because of the scale not being right).  A few question to help the detective work 

Were they ever large for you in past versions?
Did you start on a new game from 0.7730 and onwards, as advised?
Do you have any mods that mess with the scale of nearby actors and reset them to 1?
They are never meant to be part of any AAF scenes, so AAF scaling shouldn't really affect them.
Arre you on NG?
I haven't tested bimbo limbo on a NG build directly yet, I simply assumed it would behave the same as it does on OG as I am using functions that should work the same in both. 

 

 

Body piercing permanent conditions to avoid DD conflict.  _ this probably should be part of the restraints manager mentioned above.
 

Will think about that system With permanent piercings or not.

 

OB Piercings availability: 
The overboss piercings have their distinct place in the NR story and I do not feel comfortable surfacing them elsewhere.
At most I could check if they were actually applied by the Overboss and MSMA could act as if you have them on.

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

I've had one problem in the new version, In Bimbo Limbo, the guys are small, if I tfc, I see them down on a platform, but my character says they are huge when she first arrives.  I have to assume they are supposed to be larger. If I setscale to 3 or 4 I can see them, but not respond, if I setscale to 2 and then move them to my character I can usually talk for the responses.  The scenes go off correctly, when I can respond, so that is working, just not them.

 

Second, with the body piercings being "permanent" they conflict with some plugs from DD, can we get a choice on them, like the manicured nails?

 

The last thing is more of a request, since lots of NR accessories make it in Marina's purchase menu, is there any way you can add the OB body piercings for body jewelery?  Maybe for purchase at lvl  6 or 7 bimbo?  I really like that set, but want the bonuses of having them purchased form Marina.

 

Here is a new test version that allows you to set if you want the silly anim system to allow for any camera distance changes or not.  Setting in the MCM
Default on 0 for max compatibility out of the gate.
zzz.thumb.jpg.cb6bb212577867330d487a15531df62a.jpg

 

MSMA_v0_7745.zip

 

 

 

 

Also related to the small NPCs in bimbo limbo... did you by any chance install 0.7730 (or higher) not a on a new game as advised, but as an upgrade to an existing game started on a version before 0.7730 ? 
If so, that would explain the small guys in bimbo limbo... (probably other quirks too)

Any version from 0.7730 and up cannot be deployed on an existing game, started with older versions then 0.7730, without experiencing these kinds of small bugs.
Adding Bimbo-Limbo was a significant change, and It has to be a new game.
 

 

 

 

Edit: now also live on the main page: 
0.7745  - Safe to update mid-playthrough from 0.7730 or above.

  • resets any odd animation idles/flavors upon entering bimbo limbo.  (should prevent the hands-up surrender stance/idle anim sticking around too long).
  • removes KFT devices one might have on, at the start of Bimbo-Limbo.
  • If Commonwealth Slavers is active / player is a CS slave, bimbo limbo "abductions" won't happen on bleed-out.
  • Added MCM options for the silly animation system Bimbos do on high arousal, so you can decide if that system is allowed to change the third person camera filming distance or not (to improve compatibility with Custom Camera). By default that permission for MSMA is off, for maximum compatibility, even if that means the silly animations are not optimally framed by the third person camera anymore. If you want the custom framing from before you simply need to toggle the new setting called "Allow Camera Distance Setting Changes" to "1" instead of "0", from the " Silly Bimbo Action of High Arousal" setting section, in the General Settings page of the MSMA MCM.
Edited by MSM_Alice
Posted (edited)

Is there a way to stop the mod to restart it? I'm using Start Me Up as an alternate start, and when I try to use the emergency mod start, it says it's already running. But no message box, no scientist.

 

I get the following message -

 

Quote

 

MSMA: ForceStart MSMA had been called, but the exit from vault 111 had been detected already.

Critical Error: The main Sexfight quest was found stopped when it should have been running.

 

 

Edited by CrantiusColto
Posted
44 minutes ago, CrantiusColto said:

Is there a way to stop the mod to restart it? I'm using Start Me Up as an alternate start, and when I try to use the emergency mod start, it says it's already running. But no message box, no scientist.

 

I get the following message -

 

 

make sure when using start me up you choose the middle option - this is a memory I do not want to relive - so you start in the vault.   Everything should load when you exit via the elevator.   Starting any other place may cause issues.

Posted (edited)
2 hours ago, CrantiusColto said:

Is there a way to stop the mod to restart it? I'm using Start Me Up as an alternate start, and when I try to use the emergency mod start, it says it's already running. But no message box, no scientist.

 

I get the following message -

 

 

Will take another look, but as far as I can tell, that message combo should only be possible when:


a. The mod had started normally (the exit from Voult 111 detection that it says it already happened, normal one or SMU flavoured exit,  and the same thing should have also already started the main sexfight quest).
b. something else mysterious had force-stopped its main sexfight quest in the meantime, or prevented its initial popups from firing in the first place (the ones that ask for various permissions and age checks).  If those message pop-ups don't fire, and if the mod does not receive bespoke user permission to start, then it cannot and will not start, forced or otherwise.

In the absence of more information about what that mysterious force that has force-stopped the main quest might be, Mimirue's advice might be the best way to proceed. I have just added that to the main page description.

Edited by MSM_Alice
Posted
4 hours ago, MSM_Alice said:

Were they ever large for you in past versions?
Did you start on a new game from 0.7730 and onwards, as advised?

This is the first version I have played with a new character, 0.7730+ was installed from the start of the new game.  I had not updated on my old save as it was advised not safe yet, so on this first trip they were small.  I have updated since but only with releases that "should" be safe.

 

4 hours ago, MSM_Alice said:

Do you have any mods that mess with the scale of nearby actors and reset them to 1?
They are never meant to be part of any AAF scenes, so AAF scaling shouldn't really affect them.
Arre you on NG?
I haven't tested bimbo limbo on a NG build directly yet, I simply assumed it would behave the same as it does on OG as I am using functions that should work the same in both. 

Not that I am aware of, they do not join any scenes.  I am one of the NAF users, but they're not pulling into a scene regardless, nothing I have should be modifying them, I am on OG, and have never tested any part of MSMA on NG.

 

4 hours ago, MSM_Alice said:

Also related to the small NPCs in bimbo limbo... did you by any chance install 0.7730 (or higher) not a on a new game as advised, but as an upgrade to an existing game started on a version before 0.7730 ? 

New game, 0.7730+ on start, I think it was 0.7740 to be exact, could have been one version previous to that, but was for sure above 0.7730.

Posted (edited)
12 minutes ago, rilieAP said:

This is the first version I have played with a new character, 0.7730+ was installed from the start of the new game.  I had not updated on my old save as it was advised not safe yet, so on this first trip they were small.  I have updated since but only with releases that "should" be safe.

 

Not that I am aware of, they do not join any scenes.  I am one of the NAF users, but they're not pulling into a scene regardless, nothing I have should be modifying them, I am on OG, and have never tested any part of MSMA on NG.

 

New game, 0.7730+ on start, I think it was 0.7740 to be exact, could have been one version previous to that, but was for sure above 0.7730.

Hmm..

I am stumped then.
Maybe there is a path by which naf resets nearby NPC to 1.0 scale, even if they weren;t pulled into any animations just yet?
Do you use any other mods that might mess with nearby NPC, to make them more muscular or things like that?

So far, I have no idea what might alter their scale. They are set at 5.5 scale ( 550%) in the ESP,  and that's what they should be unless someone else rescales them.
I could check their size and manually reset it to what it should be at the start of each bimbo limbo run, if found to be different, but this does not help us understand who the perpetrator is, who is setting their size to 1.0.

Edited by MSM_Alice
Posted
10 minutes ago, MSM_Alice said:

mm..

I am stumped then.
Maybe there is a path by which naf resets nearby NPC to 1.0 scale, even if they weren;t pulled into any animations just yet?
Do you use any other mods that might mess with nearby NPC, to make them more muscular or things like that?

So far, I have no idea what might alter their scale. They are set at 5.5 scale ( 550%) in the ESP,  and that's what they should be unless someone else rescales them.
I could check their size and manually reset it to what it should be at the start of each bimbo limbo run, if found to be different, but this does not help us understand who the perpetrator is, who is setting their size to 1.0.

What's a reliable way to get to Limbo, just fail sexfight even though I'm level 7 or just do a test game and run to concord and lose?  I want to jump back into Limbo quickly if I can to try different settings and things.  Will also test turning all actor scaling off in NAF for jumping in, maybe it is messing with them just by being close, but it hasn't done that with other NPC's.  They are also small before the scene kicks off.

 

10 hours ago, rilieAP said:

Second, with the body piercings being "permanent" they conflict with some plugs from DD, can we get a choice on them, like the manicured nails?

 

The last thing is more of a request, since lots of NR accessories make it in Marina's purchase menu, is there any way you can add the OB body piercings for body jewelery?  Maybe for purchase at lvl  6 or 7 bimbo?  I really like that set, but want the bonuses of having them purchased form Marina.

Anything on these two things, questions? The body piercings being "permanent" messes with the plugs from DD causing them both to keep trying to reequip.  The other of course is a new item added to the Marina piercings menu.

Posted (edited)
1 hour ago, rilieAP said:

What's a reliable way to get to Limbo, just fail sexfight even though I'm level 7 or just do a test game and run to concord and lose?  I want to jump back into Limbo quickly if I can to try different settings and things.  Will also test turning all actor scaling off in NAF for jumping in, maybe it is messing with them just by being close, but it hasn't done that with other NPC's.  They are also small before the scene kicks off.

 

Anything on these two things, questions? The body piercings being "permanent" messes with the plugs from DD causing them both to keep trying to reequip.  The other of course is a new item added to the Marina piercings menu.

Yes, see this post (from 5 hrs ago): 

 

Piercings conflict with DD plugs.
Until the MSMA internal restraints manager module is finished, the best advice is the one from the main page under " known issues." 

"Some mandatory Marina equipment, like body piercings, will get periodically re-equipped if accidentally removed. This might interfere with certain Devious Devices plugs/ equipment. In that case, either put the problematic DD device on an exclusion list in a mod like Rogg's DD manager,  OR make sure you remove the conflicting body piercings at Marina, and leave them off until a later version of the MSMA mod, which will do better management of these conflicts with Devious Devices."


Limbo NPCs:

If they have already been "minified", and a save was done with them at scale 1,  odds are (unless you start a new game), they will continue to be at scale 1.
Currently, there is nothing in the game, no script that would take them back to their default  550% size.

A fast debug way to get to Limbo right away, as if you had died,  is to map a key on the MSMA Debug Hotkey number 4,  and use that, but if on a new game only do that after you've talked with Misty and Marina for the first time.

 

Edited by MSM_Alice
Posted
3 minutes ago, MSM_Alice said:

Yes see this post from 5 hrs ago

I have no idea how I missed reading that. /facepalm

 

3 minutes ago, MSM_Alice said:

A fast debug way to get to Limbo right away, as if you had died,  is to map a key on Debug hotkey number 4 and use that. 

got it

 

5 hours ago, MSM_Alice said:

OB Piercings availability: 
The overboss piercings have their distinct place in the NR story and I do not feel comfortable surfacing them elsewhere.
At most I could check if they were actually applied by the Overboss and MSMA could act as if you have them on.

I am very aware of their place in NR lore, I have played NR close to 40 times at this point as I have been testing it since version 2 when Charon was still at the bridge in Sanctuary.  I only play NR now when a new version with new quests comes out at this point, but the OB piercings are just part of my costume for a game.  The check does make sense with NR Lore, if the OB puts them on, MSMA should know.  

 

The body piercings being "permanent" is more of an issue, but I also have yet to test with the 0.7745 version and get a plug inserted.  I am on 0.7745 now and in game, so will test plugs when I get a chance & Limbo with the debug key.

Posted (edited)
17 minutes ago, rilieAP said:

I have no idea how I missed reading that. /facepalm

 

got it

 

I am very aware of their place in NR lore, I have played NR close to 40 times at this point as I have been testing it since version 2 when Charon was still at the bridge in Sanctuary.  I only play NR now when a new version with new quests comes out at this point, but the OB piercings are just part of my costume for a game.  The check does make sense with NR Lore, if the OB puts them on, MSMA should know.  

 

The body piercings being "permanent" is more of an issue, but I also have yet to test with the 0.7745 version and get a plug inserted.  I am on 0.7745 now and in game, so will test plugs when I get a chance & Limbo with the debug key.

@JB. What are your feelings on the above, on those piercings being made available outside of the NR story flow? I am being needlessly strict on this? 
I had assumed it was best for them to only be attainable via that particular story beat in NR, full stop. 

Edited by MSM_Alice
Posted

So I checked with NAF scaling disabled(no scaling) they were still small, new save 0.7745.  I did dig into the 0.7745 MSMA ESP file in xedit quick since you said you had the scale set in it to 5.5 and I see that all 3 actors are set at min max scale of 1.

 

image.png.588076e0f867fec7f13f36682bab5399.png

 

If I manually set them to 5.5 they are large in Limbo, but still just a bit to far away to answer.

Posted
29 minutes ago, MSM_Alice said:

@JB. What are your feelings on the above, on those piercings being made available outside of the NR story flow? I am being needlessly strict on this? 
I had assumed it was best for them to only be attainable via that particular story beat in NR, full stop. 

I love that you love NR and it's lore as much as I do, get the answer from the boss himself!! :)

Posted (edited)
15 minutes ago, rilieAP said:

So I checked with NAF scaling disabled(no scaling) they were still small, new save 0.7745.  I did dig into the 0.7745 MSMA ESP file in xedit quick since you said you had the scale set in it to 5.5 and I see that all 3 actors are set at min max scale of 1.

 

image.png.588076e0f867fec7f13f36682bab5399.png

 

If I manually set them to 5.5 they are large in Limbo, but still just a bit to far away to answer.

I am not at my modding PC just now to see if anything slipped by BUT, but are you sure you are looking at the placedActor REF in the Limbo level, and not at the Base Actor record?

Pretty sure those are the base actor records in that section.

The base actor scale is naturally 1, as they will appear in the story in other moments too, where they will not be huge.
The placed actor reference, though (what matters), in limbo Cell has its scale, and that should be 5.5. 
Unless something slipped by ( but I can't  check that until I get back to my moddin PC)

 

 

Now that you mention it, I wonder if I do set that scale in the base Actor, instead of having it in the reference, if then the dialogue camera framing would work any better ( right now it was so bad I had to disable dialogue camera for these dialogues).  Will have to test.

Edited by MSM_Alice
Posted
36 minutes ago, MSM_Alice said:

@JB. What are your feelings on the above, on those piercings being made available outside of the NR story flow? I am being needlessly strict on this? 
I had assumed it was best for them to only be attainable via that particular story beat in NR, full stop. 

Use it if it's useful for you. To get it via normal means you have to play for HOURS. 

 

There are two.

Body piercing is “navel + nipples.”

Then you have the 'clitoral hood' piercing. 🥵

Posted (edited)
11 minutes ago, MSM_Alice said:

I am not at my modding PC just now to see if anything slipped by BUT, but are you sure you are looking at the placedActor REF in the Limbo level, and not at the Base Actor record?

The base actor scale is naturally 1, as they will appear in the story in other moments too, where they will not be huge.
The placed acor reference, though (what matters) in limbo has its own scale, and that should be 5.5.
Unless something slipped by ( but I can't  check that until I get back to my moddin PC)

You are correct, that is the base record, I'm just throwing things at the wall to see if anything sticks.  I've reverted to the 0.7745 release and left the base at 1.  The placedactor is set to 5.5.

 

Edit, I have a fresh save and can test anything you want, or start a new game on a new version if needed.  I'll keep seeing what I can figure out.

Edited by rilieAP
Posted (edited)
8 minutes ago, JB. said:

Body piercing is “navel + nipples.”

Then you have the 'clitoral hood' piercing. 🥵

And they are awesome, by far the best piercings in the game!!

 

And playing for hours again, just to get them is torture, it's bad enough I can't grab the special sets of earrings(Primadonna, bubblegum, hellkitty) because you have to actually buy them!!

Edited by rilieAP
Posted
10 minutes ago, rilieAP said:

You are correct, that is the base record, I'm just throwing things at the wall to see if anything sticks.  I've reverted to the 0.7745 release and left the base at 1.  The placedactor is set to 5.5.

 

Edit, I have a fresh save and can test anything you want, or start a new game on a new version if needed.  I'll keep seeing what I can figure out.

If changing the base Actor record scale in the ESP, works for you, go for it. 
I will see if that is any better for the Dialogue camera too, and if it turns out it is, I will make the same change on the next release (Scale down the Ref scale 100%, and bake the 550% scale in the base Actor record). 

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

Use it if it's useful for you. To get it via normal means you have to play for HOURS. 

 

There are two.

Body piercing is “navel + nipples.”

Then you have the 'clitoral hood' piercing. 🥵

Thank you.  Well, there are plenty of other piercings I can ( and have) put in the catalogue, but it seems some people specifically want those, if they have NR installed :D .
So as long as they have NR installed, with your blessing, I'll make them available.

I'll call them replicas in Marina's catalog, though,  to differentiate from the original.
"NR Overboss piercing replica." or something 

Edited by MSM_Alice

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