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Posted (edited)
19 minutes ago, chaussure69 said:

otherwise considered, instead of making an independent system for consent, it might be simpler to synchronize with SA ? SA is already linked to other mods so each non-cosent scene is detected and processed with the psychology system

The flag-based checks I do should be pretty much identical with the ones SA is doing, but maybe I am missing something. 
The name of the position (animation) listed in the AAF UI should be illuminating in this case. 


SA has additional settings where, as far as SA is concerned, you can set if

1 - SA treats any Sex as Consensual
2 - SA treats any Sex as Aggressive
3 - SA treats any Scene that happens under a certain health Threshold as Aggressive. 
or
4. - Or determine aggressiveness dynamically based on the flags in the animation, that decide if the animation is an aggressive one or not. 

MSMA right now does only (4) the determination based on the flags in animation, so if you have other overrides in SA to change how you see that animation,  then indeed the results will be different.


The name of the position (animation) listed in the AAF UI should be illuminating in this case. 
I understand that you would prefer an inter-mod link so that  for MSMA to " borrow" the same evaluation logic from SA on scene aggressiveness, and not do its own separate evaluation.

Edited by MSM_Alice
Posted (edited)
On 2/9/2025 at 8:37 PM, chaussure69 said:

otherwise considered, instead of making an independent system for consent, it might be simpler to synchronize with SA ? SA is already linked to other mods so each non-cosent scene is detected and processed with the psychology system

If you have time, try this one, it should just take the aggressivity result from SA, with no local interpretation.  
Let me know if that sorts it out. I could even leave it like this since right now SA is like AAF a must-have for MSMA to work.
 

 

Edited by MSM_Alice
Posted
34 minutes ago, MSM_Alice said:

The flag-based checks I do should be pretty much identical with the ones SA is doing, but maybe I am missing something. 
The name of the position (animation) listed in the AAF UI should be illuminating in this case. 


SA has additional settings where, as far as SA is concerned, you can set if

1 - SA treats any Sex as Consensual
2 - SA treats any Sex as Aggressive
3 - SA treats any Scene that happens under a certain health Threshold as Aggressive. 
or
4. - Or determine aggressiveness dynamically based on the flags in the animation, that decide if the animation is an aggressive one or not. 

MSMA right now does only (4) the determination based on the flags in animation, so if you have other overrides in SA to change how you see that animation,  then indeed the results will be different.


The name of the position (animation) listed in the AAF UI should be illuminating in this case. 
I understand that you would prefer an inter-mod link so that  for MSMA to " borrow" the same evaluation logic from SA on scene aggressiveness, and not do its own separate evaluation.

i try to start a scene manually and it tells me the same: non concent (anime with: desk,office desk and after that: [UAP] bp70 - Desk Sex (anal)

but i never hade a scene marked has "consent" no matter what animation are played

Posted

I know that I often need to modify the SA consent detection because I installed human resources and when we rape slaves, SA detects it as non-consent when I don't want it to (the game plays non-consent scene because the mc rape the slave but the mc consents to the scene). that's why I think it would be more practical to link the mod parameter to SA, this allows us to correct certain scenes in a way that is impossible otherwise

Posted
1 minute ago, Dojodo1 said:

Am i blind where do you find Marina? i spoke to the NPC outside the vault and im not sure where to go now

 

Just walk towards Sanctuary as you usually would, unless somehtingis broken yu will run into her on the way.

Posted
4 minutes ago, Dojodo1 said:

Am i blind where do you find Marina? i spoke to the NPC outside the vault and im not sure where to go now

I had the same problem :-D. Just go back home from the vault. halfway there she stands on the path

Posted

i just try a non consent scene with SH and it show me it was non consent 

 

so when a scene is consented, the menu does not display anything about that but when  it is not, it displays it?

is it supposed to work like that or is it a bug?

Posted (edited)
1 hour ago, chaussure69 said:

i just try a non consent scene with SH and it show me it was non consent 

 

so when a scene is consented, the menu does not display anything about that but when  it is not, it displays it?

is it supposed to work like that or is it a bug?


Then indeed it is correct, if it does not say it was non-consensual, it assumes normality is it being consensual, and nothing extra/bespoke about it needs to be in the report.
I also see that you have also turned off the default more respectful language tone in these reports and went for the raw/disrespectful language toggle.


Will push an official update with this change. 

Edited by MSM_Alice
Posted

New version is up: 

v0.6110 - Third public release

 

  • Corrected a bug in the appearance score update, when removing Advanced Nails from one's hands, the legs appearance score would erroneously go down as well.
  • Changed Advanced Nails management method, to allow for removal of long nails in certain situations without Marina present (to unblock equipping other types of equipment). Now, when Advanced nails are being added, Marina will ask you if you want to add them in an indestructible fashion (just as before) or if you want them to be destructible, specifically you will be asked if you want to take them off the moment someone or something tries to remove them ( if you do accept to take them off they will be destroyed in the process, and you will need to visit Marina again for a new set).
  • Changed detection method of consensual AAF scenes, from independently evaluating animation tags, to 100% matching Sex Attributes settings and detection method.
Posted

Is morphing unavoidable in this mod? Really enjoying it even though I dont understand it all yet. Have morph sliders set low as they will go but now seeing clipping in outfits. Not a morph guy.

Posted (edited)
2 hours ago, Olmech said:

Is morphing unavoidable in this mod? Really enjoying it even though I dont understand it all yet. Have morph sliders set low as they will go but now seeing clipping in outfits. Not a morph guy.

Right now they do indeed have a minimum of 1%, which visually should be pretty close to off, but it didn't occur to me there are users who don't build morphs for clothing at all, and even 1% on the body means clipping.

I will add a master switch on start-up (and a way to shut them down in MCM) in future versions, so no morph updates would be called at all, and everything stays "untouched" and on a perfect 0, morph-wise.

Edited by MSM_Alice
Posted (edited)

New version is out 0.6111
 

  • Corrected a bug with some of the advanced nails that did not correctly register as equipped and could cause errors later on unequip.
  • Put a fallback solution for an edge case on old AAF (pre NG), where the player doppelganger did not want to equip the long nails in AAF animations.
  • Further changed long nails management method, to allow for removal of long nails in certain situations even if Marina is not present (to unblock other types of equipment), but now without the player being annoyingly prompted about wanting to keep the long nails on each single AAF animation start (mod now assumes long nails always should be kept in AAF animations). Prompting will still occur in all other the other voluntary unequip situations such as unequipping long nails via the PipBoy inventory, as long as the long nails were put on in "destructible/removable" mode to begin with.
  • Added option to use the MSMA with 0 visual morphing, all visual morph scalers in the MCM can now go down to perfect 0, and also the mod has a prompt on first initialization, to start with the MSMA particular morphs set to 0 from the get-go, so you never ever have to see any MSMA morphing.
  • Addressing a few typos
  • Washed sextoys

 

@Olmech

Edited by MSM_Alice
Posted (edited)

Does anyone have a recommendation about what is a robust/popular, no-fuss mannequin mod to use to showcase various clothing for Fallout 4, that also has face features and is Looksmenu editable?

I want to set up Marina's field services  ( even if temporary, until I finish the prelude)  in a much more believable way, visually.
I could use the armor racks from contraptions for clothing, but that won't work for piercings and whatnot I think, not without actual face features.

The idea I have right now is that the vehicle she and SJ were using should (temporarily) be like a big truck
, filled with equipment, like a postapocalyptic war rig from Mad Max, but actually filled with clothing,  beauty treatments, cosmetics, and accessories ... that is right now stuck in that creek. , and on top of the truck,  a platform accessible by a ladder that the player can visit.
On that platform
: an array of mannequins with clothing, accessories, and whatnot, where the clothing items/accessories piercings and whatnot items can be previewed in real-time.
Not tens of mannequins as I don
't want to kill the performance, but maybe 4 or 6 mannequins, and some control panels for them to cycle through, like a window display in a clothing store basically. Probably with some buttons that change the items on the mannequins under fade to black/fade from black


Then after Prelude is done, and the player can actually travel to SJ's island, I can maybe reduce all that and have that be a normal car, instead of a "beauty rig of apocalypse" (or the  B.R.A. for short). 

Any recs on more detailed, Looks-menu editable mannequin mods, or should I just use the armor racks from contraptions DLC?

I found 2 candidates. 

https://www.nexusmods.com/fallout4/mods/57278
https://www.nexusmods.com/fallout4/mods/42182
The first one has faces, and support for most body types, and seems the most recent and most updated. 
The second one is more lore-friendly, basically armor racks with Bodyslide support and correct textures for the new mapping for the body  replacers,  that look like mannequins, with no face features 
 

Edited by MSM_Alice
Posted

Hello

 

Marina say that we are not the first "slut" ^^

So why not add sometning like a portable teleporter to "pop" a model : "synth or just a settler" to show piersings and\ or outfit?

Posted (edited)
11 hours ago, MSM_Alice said:

Right now they do indeed have a minimum of 1%, which visually should be pretty close to off, but it didn't occur to me there are users who don't build morphs for clothing at all, and even 1% on the body means clipping.

I will add a master switch on start-up (and a way to shut them down in MCM) in future versions, so no morph updates would be called at all, and everything stays "untouched" and on a perfect 0, morph-wise.

Thank you. The clothing is batch built in bodyslide with morphs but it is stuff like leather pants, tight tops that clip. Loose clothing not a big deal.

Edited by Olmech
Posted (edited)
1 hour ago, renhoff said:

Hello

 

Marina say that we are not the first "slut" ^^

So why not add sometning like a portable teleporter to "pop" a model : "synth or just a settler" to show piersings and\ or outfit?


Feels a bit strange for them to have access to teleporting tech but have a car break down in the middle of nowhere. 
As the story starts, the dildo makers are a perhaps strong B-tier faction, not a top-tier faction like the Institute. Their main ace in the hole that makes them tier B and not Tier C,  is they know some things about these implants and extra-planar entities.
I don't know why, right now mannequins feel better than a teleported-in model, or a hologram display.  Maybe I can warm up to it later on.

Also, slut should not be not a foregone conclusion you know,  you can make this implant work for you be the wasteland Mata-Hari / Bene Gesserit type agent, a super spy using seduction instead of guns and bullets.  Or you can let that consume you.

Edited by MSM_Alice
Posted
6 minutes ago, MSM_Alice said:

Also, slut should not be not a foregone conclusion you know,  you can make this implant work for you be the wasteland Mata-Hari / Bene Gesserit type agent, a super spy using seduction instead of guns and bullets.  Or you can let that consume you.

 

Yeah...Bene Gesserit.

 

Havent figured that out yet but I can tell you how to be a level 457 bimbo. Get hung on an X cross in a crowd of people...

Posted (edited)
38 minutes ago, Olmech said:

 

Yeah...Bene Gesserit.

 

Havent figured that out yet but I can tell you how to be a level 457 bimbo. Get hung on an X cross in a crowd of people...

:)))   I do not have the mental capacity to figure out perks for  457 bimbo levels :D.  I feel even 7 is a stretch.  And writing the extreme stuff past level 4 can get... heavy to process, it is a difficult mental space to be in.
 
But maybe I don't have to do 457 levels if via the story I can spark a self-forgiveness fire inside some of Noras in the multiverse, so they do not punish themselves into the depths of bimbohood. Remember these mechanics are just the canvas or the first wash of paint, the full painting comes later, with the story :)

Edited by MSM_Alice
Posted

@MSM_Alice

It's been a while since I've visited the website, so I'm a bit late joining the party that is this mod...

 

So just like somebody else has already pointed out, the chance that you can drop your weapon, kinda sucks.

This feature existed I think... with the SL Hormones Skyrim mod when you get bimbofied, and annoying there as well.

 

RNG that's punishing to the player is usually not a fun thing.

 

Now instead of resorting to set toggle for features that some players might not enjoy, I propose a complete rework for the weapon drop system.

 

With if instead of losing your weapon there is a random chance upon firing your weapon, you get staggered.

Not only that, but the shot also counts a critical with a chance the knock anybody back, who's unfortunate to get hit.

 

"Big boom guns" like shotguns, 44. revolvers, missile launchers and etc, will send you and the unlucky enemies flying, dealing massive damage in the process.

This also applies to any grenades, which you can fumble and drop the ground. However your immune to the blast, so you can enjoy spending some time in the air instead.

 

You'll be invulnerable when staggered or fus roh dah-ing yourself into the stars, for a few seconds/full duration of the ragdoll.

So you don't have to worry accidentally killing yourself.

 

The premise here being that your bimbo clumsiness is more of a detriment to your opponents, than to yourself.

Posted

I will also add that the weapon dropping is annoying as hell. Instead, I would prefer to simply have the weapon be unequiped, and perhaps the player character knocked down, with a chance of being assaulted.

In fact, I think the mini game is a really good start, but maybe you can also add an option to struggle free during the mini game, with a chance of worse consequences if you fail (assaulter doign worse things to you). That said, this is really cool, and I will be following how this mod grows.

Posted (edited)
1 hour ago, Navybuster said:

@MSM_Alice

It's been a while since I've visited the website, so I'm a bit late joining the party that is this mod...

 

So just like somebody else has already pointed out, the chance that you can drop your weapon, kinda sucks.

This feature existed I think... with the SL Hormones Skyrim mod when you get bimbofied, and annoying there as well.

 

RNG that's punishing to the player is usually not a fun thing.

 

Now instead of resorting to set toggle for features that some players might not enjoy, I propose a complete rework for the weapon drop system.

 

With if instead of losing your weapon there is a random chance upon firing your weapon, you get staggered.

Not only that, but the shot also counts a critical with a chance the knock anybody back, who's unfortunate to get hit.

 

"Big boom guns" like shotguns, 44. revolvers, missile launchers and etc, will send you and the unlucky enemies flying, dealing massive damage in the process.

This also applies to any grenades, which you can fumble and drop the ground. However your immune to the blast, so you can enjoy spending some time in the air instead.

 

You'll be invulnerable when staggered or fus roh dah-ing yourself into the stars, for a few seconds/full duration of the ragdoll.

So you don't have to worry accidentally killing yourself.

 

The premise here being that your bimbo clumsiness is more of a detriment to your opponents, than to yourself.

Thank you. I will certainly think about these, they are interesting and there's plenty of time for my opinion on the matter to be changed before MSM 1.0 is released.

In the meantime:  a bit more insight into the current systemthe current drop weapon does have a chance slider where you can lower or increase the chance until it feels right ( not just on/off). but it is not all pure dice rolls

- using lighter guns  (like pistols) means the chance is lower. heavier weapons the chance is higher
- putting more points in strength means the chance is lower. 
- the story will also have some perks that will further reduce this chance

- higher level bimbo increases the chance
- Fancy longer nails increase the chance
- can always use Karate chop :) 

In my playthroughs, I had fun suddenly having to look for the gun on the ground, picking it up again, and shooting it frantically again :P

The grenades are particularly useful now when you leave a bunch of enemies paralyzed but don't have time to shoot everyone, sometimes is better so just chuck a grenade in the middle of the paralyzed enemies,  and run. 

Would be interesting to test the grenade fumble thing (I will have to see what I need to adjust or set so it just falls down but still explodes, maybe there's a setting just like weapon damage or cone of file that can be adjusted... I need to do more homework on it)
 

Edited by MSM_Alice

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