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Posted

I've found one oddity on the tattoo manager, every now and then it will just start applying the same tattoo multiple times to the same body part.  I was clearing raider locations, had BBC tattoos set in MCM, and had the other two categories set to 0% chance.  As you can see I got a whole bunch of the same tattoo a whole bunch of times and this screenshot is after I removed a good 20 of the same right thigh tattoo.  Also just FYI, I have chances set to 50% before sex act and 100% after, but as I said, gunner and mutant set to 0.

 

It might be related to the high headcount gangbangs, does every actor before/after the scene have a chance to add a tattoo individually?  If so do they all add the same tattoo, because that would explain why I would get 9+ of the same tattoo.  Like I said, been clearing raider dens and I have had several of the 6P+ gangbangs.

 

I also still get non-BBC tats with the setting to 1 in MCM, but I'm not 100% sure those are from encounters with raiders.  It does seem like after a version upgrade, if you want BBC tats you should turn the slider to 0, exit MCM and then set back to 1 for raider BBC.  It feels like I got those non-bbc tats after the minor updates yesterday, but that could just be circumstantial.   

 

Spoiler


image.thumb.png.4d746fc262e824c90f1553c13d9473a8.png

 

Posted (edited)
1 hour ago, rilieAP said:

I've found one oddity on the tattoo manager, every now and then it will just start applying the same tattoo multiple times to the same body part.  I was clearing raider locations, had BBC tattoos set in MCM, and had the other two categories set to 0% chance.  As you can see I got a whole bunch of the same tattoo a whole bunch of times and this screenshot is after I removed a good 20 of the same right thigh tattoo.  Also just FYI, I have chances set to 50% before sex act and 100% after, but as I said, gunner and mutant set to 0.

 

It might be related to the high headcount gangbangs, does every actor before/after the scene have a chance to add a tattoo individually?  If so do they all add the same tattoo, because that would explain why I would get 9+ of the same tattoo.  Like I said, been clearing raider dens and I have had several of the 6P+ gangbangs.

 

I also still get non-BBC tats with the setting to 1 in MCM, but I'm not 100% sure those are from encounters with raiders.  It does seem like after a version upgrade, if you want BBC tats you should turn the slider to 0, exit MCM and then set back to 1 for raider BBC.  It feels like I got those non-bbc tats after the minor updates yesterday, but that could just be circumstantial.   

 

  Hide contents

 

 

image.thumb.png.4d746fc262e824c90f1553c13d9473a8.png

 

 

Definitely a bug there on the repeat one.
There is code that , before adding a tatoo, checks if the same one is not on the player already. 
The question is why within that pool, ended up picking that one tattoo again and again, and why it eluded the check.
I think I might found something  ( there was a comparison with 0 that was  " greater "  , where it should have been " greater or equal", see if with this things are better): 


On the non BBC one that's intentional. the system, if it does not find a  tattoo for a tag ( slot)  that is underused in the smaller faction-specific pool,   will  then default to larger generic pool (if that pool has tattoos for the slot that is currently underused). 

Please see if this addresses it.

If not, the problem is deeper, I'll have to take it apart and do a deeper debug.
MSMA_v0_7771.zip

Edited by MSM_Alice
Posted (edited)

Further bug fixing, now on KFT keywords.
Not all of them were getting initialized, due to an older partial KFT support that I had in another script.

 

This one is also on the main page, seemed important to patch KFT functionality.

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

I've found one oddity on the tattoo manager, every now and then it will just start applying the same tattoo multiple times to the same body part.  I was clearing raider locations, had BBC tattoos set in MCM, and had the other two categories set to 0% chance.  As you can see I got a whole bunch of the same tattoo a whole bunch of times and this screenshot is after I removed a good 20 of the same right thigh tattoo.  Also just FYI, I have chances set to 50% before sex act and 100% after, but as I said, gunner and mutant set to 0.

 

It might be related to the high headcount gangbangs, does every actor before/after the scene have a chance to add a tattoo individually?  If so do they all add the same tattoo, because that would explain why I would get 9+ of the same tattoo.  Like I said, been clearing raider dens and I have had several of the 6P+ gangbangs.

 

I also still get non-BBC tats with the setting to 1 in MCM, but I'm not 100% sure those are from encounters with raiders.  It does seem like after a version upgrade, if you want BBC tats you should turn the slider to 0, exit MCM and then set back to 1 for raider BBC.  It feels like I got those non-bbc tats after the minor updates yesterday, but that could just be circumstantial.   

 

  Reveal hidden contents

 

 

image.thumb.png.4d746fc262e824c90f1553c13d9473a8.png

 

 


Here a temp version for you if you need to hunt for more tattoo bugs. 
Or for anyone who wants to hunt for tattoo/overlays mishaps


It has: 

  • On Dev/Debug hotkey 3: a popup listing of all overlays currently present on the player. 
  • In the MCM menu, Debug section: a new button appeared, that deep-cleans Overlays on player. Deep Cleans means  that it cleans all body overlays, re-adds only what is added By MSMA, based on its internal records:  nails, nice tattoos, defacing tattoos, nothing else. It will remove everything else.

MSMA_v0_7781.zip

Edited by MSM_Alice
Posted

I like the mod but I really dont like having to make a new playthough every couple of weeks or so because a updates requires it.

 

Is there a timeline for when you think V1.0 will come out?

Posted (edited)
20 hours ago, MSM_Alice said:

Indeed most music playing conditions in MSMA only happen if the in-game radio is turned off. 

That was 100% my bad, discovered only after I tried to debug it myself and honestly a good reminder for anyone with the same issue 🤦‍♂️

 

  

On 8/23/2025 at 9:46 AM, MSM_Alice said:

Improved animation management  on player (there should be less issues with various idles or flavor anims and devious devices restrained anims stepping on each other's toes.

That reminds me, did the laying down DLOH anims get excluded, require specific conditions, or am I just really unlucky? I get 4-5 variations of standing/bending over but only get laying animations from PVPK

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

I like the mod but I really dont like having to make a new playthough every couple of weeks or so because a updates requires it.

 

Is there a timeline for when you think V1.0 will come out?

I do want to have 1.0 ( prelude) done before December. 
You can also stay on the older version for as long as you like, there's no pressure to update to the latest unless it has some bug solve or new feature you want. 
 

Post prelude these kind of updates that alter the base gameplay systems that prompt a playthrough restart should be less frequent, as from that point on the updates will be more about adding story content rather that mess with the systems themselves. 

Edited by MSM_Alice
Posted (edited)
1 hour ago, JemappelleRedacted said:

That was 100% my bad, discovered only after I tried to debug it myself and honestly a good reminder for anyone with the same issue 🤦‍♂️

 

  

That reminds me, did the laying down DLOH anims get excluded, require specific conditions, or am I just really unlucky? I get 4-5 variations of standing/bending over but only get laying animations from PVPK

I am right now only using a few of the DLOH animation pool. 
Found it odd to see the character dip out of view, especially since the default setting right now does not touch camera distance anymore. 


But what I am hearing is that there is some need for more variation at higher bimbo levels where the silly anims are a more frequent occurrence. 
Since I always test from the start, I never get to Bimbo level 7 unless specifically aiming for it what usually ends up happening is that I test 01 2 and maybe 3 before I add enough things to start a new playthrough.

Edited by MSM_Alice
Posted
5 hours ago, MSM_Alice said:

I am right now only using a few of the DLOH animation pool. 
Found it odd to see the character dip out of view, especially since the default setting right now does not touch camera distance anymore. 


But what I am hearing is that there is some need for more variation at higher bimbo levels where the silly anims are a more frequent occurrence. 
Since I always test from the start, I never get to Bimbo level 7 unless specifically aiming for it what usually ends up happening is that I test 01 2 and maybe 3 before I add enough things to start a new playthrough.

Yeah, even with my camera settings when Life of the Party kicks in it's jarring when the laying anim kicks in...and while I won't say no to more variety the current system is perfectly fine, I just wondered if it was just my setup being picky.

 

Surprised you don't get to B7 though, I've found consistently hitting B2 means it only takes a few failed fights and a few days of cravings to amplify uncontrollably 🤔

Posted
21 hours ago, MSM_Alice said:

Another conflicting song for the bimbo mid range  "descent into madness" levels. 
I wanted something quite different than the overall pop vibe of most other tracks. 

 

 

New Life V1

 

 

New Life V2

 

Both of these are good for the tone you're trying to set here. I personally lean more towards V1 as it feels more like the same "voice" for a lack of a better word that's carried through most of the pop songs. Not the actual tone or vocals, but the characterization is the same.

Posted (edited)

So of Course, instead of staying on the mission this weekend and finishing up the DE-Bimbo school I got side tracked with new ideas (or old ideas fast tracked to new). 


Aside the De-bimbo school placeholder, another placeholder that has always bugged me how synthetic that "Adjust problematic SA stats" was on the implant menu, and eventually I wanted to have some more lore appropriate actions to achieve those effects, but I always thought I'd have to figure out how to build some custom animation for it first. 


 

Well no longer an issue, as 
AAF_darthroman_creature_pack - Downloads - Advanced Animation Framework - LoversLab by @darthroman ( thank you!)

 pointed out by @Mimirue17 already has them, and the assets are from Bad Dragon Dildo mod, which is already used on Up to No good.


So then I am offsetting to prelude something that initially I had only planned to do in Act 1, namely, have 4 "magic" dildos, named Courage, Zen, Joy, Harmony

Using Courage, is what helps with Willpower, Using Zen is what helps with Sex Addiction, Using Harmony helps with Self Esteem, and Joy help keep arousal or excessive orgasms in check.  Now the story missions to find out about and get these legendary items will still come in act 1 (as each of them can't be rushed)

  • - Hunting for Courage
  • - Seeking my Joy
  • - Finding my Zen
  • - Looking for Harmony

...  but we can have a period of time ( until act 1 is done) when they are simply gifted to the player in prelude, without the four lengthy quests.

(this Marina gifting them is as temporary solution, or maybe similar ways of getting them easily.) 

Each of them can also act as pre-combat special lubes applicator ( what wut?) . Yes, proper lubrication is criminally  neglected in sexualized FO4 . In act one once the player goes to the factory, they manufacture not onyl dildos, but an array of lubes, with various effects.  Some help with extra large enemies, some help with lots of small enemies, some improve AP regen, other lower AP cost for enemies and so on.
If I chose to even differentiate how each lube combine with each if the four dildo-applicator, there's plenty of complexity to sink's one teeth into.
Not unlike The Witcher crafting and drinking bespoke potions before each big fight, taylored specifically for that encounter, jus that these are special lubes... that are ingested differently...

For some reason I am also thinking that some ( or maybe all ) of these four legendary dildos should be sentient and have different personalities (no, it is not just like Inside-Out dammit!) , and actually talk (yeah, an array talking emotional dildo-friends). 
Why do they talk?  I don't know. Are they cursed people ? are they AI/ robots ? Do they have something to do with your implant and only you can hear them ? I don;t know. I just know they need to happen.
And sometimes you know one of them would start a conversation at the most inopportune time, with the voice going from clear to muffled, to clear, to muffled, as... well you might imagine why.

Do they have theme songs? 
image.png.7335f41dc75b1559ea645f8ee2b96a4e.png
Pfft! Of course they do.
Will post them now :)
 

Edited by MSM_Alice
Posted (edited)

And a take that I wanted it distinctively less pop and more.. artistic.

The Fantastic 4,  artistic vibe  v1

 

The Fantastic 4,  artistic vibe v2 - Fever Dream version

 

The Fantastic 4,  artistic vibe v3

 

The Fantastic 4,  artistic vibe v4

 

 

And  version with some buzzing (derived from mongolian throat singing)  that is a bit muffled, because ... I found it funny for a potential talking dildo  for obvious reasons
The Fantastic 4,  muffled buzzing version.

 

 

 

 

 

 

And individual theme songs, Harmony section: 

Harmony Hums1

 

Harmony Hums2

 

Harmony Hums 3

 

Harmony Hums 4

 

Harmony Hums 5

 

Harmony Hums 6

 

Edited by MSM_Alice
Posted (edited)

Joy's Electric Touch v1

 

Joy's Electric Touch v2

 

Joy's Electric Touch v3

 

 

 

 

Zen And The Art Of Self Control v1

 

Zen And The Art Of Self Control v2

 

Zen And The Art Of Self Control v3

 

 

 

 

Courage In My Hands v1

 

Courage In My Hands v2

 

Courage In My Hands v3

Edited by MSM_Alice
Posted

You're future/current plans sound very fun! One thing playing F4 and MSMA again that I've noticed (for me at least) is that it is extremely easy to accidentally use extra things like willpower or bimbo points during sexfight to respond to a challenge. I don't know if this is intentional, but just a suggestion is that it might be nice to add a follow up self challenge to confirm using things other than AP during sex fight for situations where you may have accidentally spent those resources.

 

So basically my suggestion would be that if you don't have enough AP for a challenge, you will flash purple as it is now to show that you need to spend extra resources to respond, and then you have to press your sex fight button again to confirm that you want to spend them, probably flashing purple again when you do or a new color if you so please.

Posted (edited)
2 hours ago, H Bof said:

You're future/current plans sound very fun! One thing playing F4 and MSMA again that I've noticed (for me at least) is that it is extremely easy to accidentally use extra things like willpower or bimbo points during sexfight to respond to a challenge. I don't know if this is intentional, but just a suggestion is that it might be nice to add a follow up self challenge to confirm using things other than AP during sex fight for situations where you may have accidentally spent those resources.

 

So basically my suggestion would be that if you don't have enough AP for a challenge, you will flash purple as it is now to show that you need to spend extra resources to respond, and then you have to press your sex fight button again to confirm that you want to spend them, probably flashing purple again when you do or a new color if you so please.

Well, the burnable stats can be enabled or disabed prior to a sexfight in the implant menu, so you can decide to spare some stats that you do not want to burn.  Different popups mid sexfight and new color codes can really fragment and complicate things. 


Maybe, if the pre sex configurator is not enough, you really want a mid-scene swap on what stats you want to burn or not, this is better served by either
 

A. Having a n additional "Safe Sexfight" hot key that only uses normal AP,  separated from the "Normal Sexfight" hotkey  that can also burn extra, depending on what you have enabled as extra burnable stats. 
B. MAybe  have a real time toggle that can make the regular key behave in "safe mode" (only use AP in the AP bar) or " turbo mode" (can burn extra, depending on what extras you have configured as burnable stats). 


But then one has to mentally track what mode the main button is on, so just having Regular Sexfight button and safe Sexfight button is easier for people to understand, conceptually, so maybe A is better than B. 

 

Edited by MSM_Alice
Posted

Question, was there at some point a change of when the SexFight Punishment kicks off?  On older versions if I beat everyone with Sexfight the restraints would never get applied from Violate, as long as I got galactic orgasms & apply restraints after scene was set in Violate.  At some point it feels like it changed so that even if I give them all galactic orgasms, restraints get applied from Violate, then punishment kicks in.  Is that how it should work, or was anything changed in one of the updates?  I more want to know then anything.

 

So far everything has been good with the restraints & tattoo systems though!

Posted (edited)
2 hours ago, rilieAP said:

Question, was there at some point a change of when the SexFight Punishment kicks off?  On older versions if I beat everyone with Sexfight the restraints would never get applied from Violate, as long as I got galactic orgasms & apply restraints after scene was set in Violate.  At some point it feels like it changed so that even if I give them all galactic orgasms, restraints get applied from Violate, then punishment kicks in.  Is that how it should work, or was anything changed in one of the updates?  I more want to know then anything.

 

So far everything has been good with the restraints & tattoo systems though!

No, it should not work like that. 

If you win the sexfight, and restraints in violate are set to apply on end ( and not on start), then  they should not apply that the end of the particular encounter that you won.. 
 

 

If you do have restraints on end, and you won the sexfight, and yet the restraints still got applied on player by violate, it might be because the last violate round was not determined correctly because of a number of reasons.

And the punishmet was applied via emergency fall back when the peace bubble ended (and not immediatelly after the last sex scene)
 

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:

No, it should not work like that. 

If you win the sexfight, and restraints in violate are set to apply on end ( and not on start), then  they should not apply that the end of the particular encounter that you won.. 
 

 

If you do have restraints on end, and you won the sexfight, and yet the restraints still got applied on player by violate, it might be because the last violate round was not determined correctly because of a number of reasons.

And the punishmet was applied via emergency fall back when the peace bubble ended (and not immediatelly after the last sex scene)

Thanks, I'll keep playing around, that was my understanding so I'll see what happens going forward.

Posted (edited)

0.7790 is up 

 

Changelog 0.7790 - mid playthrough upgrade should, in theory, be okay from 7730 up. This is a pretty big update.
 

  • Added a Safe SexFight Action hotkey (aside the regular one), that never burns any extra AP (only works with what you have in the AP bar)  @H Bof
  • Added 32 new music tracks and updates play conditions to include them (remember to update your separate music pack zip file)
  • Overhauled the entire way one adjusts problematic SA stats (no longer just a dry selection in the menu, now is done in a more lore appropriate way). The player is now gifted 4 special dildos called Courage, Zen, Harmony and Joy. Using these for various lengths of time and intensity can help manage Willpower, Self Esteem, Sex Addiction and Arousal. They are accessed exclusively via the brain implant menu you won't find them in your vanilla inventory.
    • Normally these legendary items should be found via with its own story quest in act 1, but for now Marina gifts all four of them to you at the start, for testing purposes (at least until Act1 is done).
    • They can be used to get a lot of effect fast, if you pay a Bimbo stat cost, or a slower pace, to get all the beneficial effect without increasing your Bimbo stats if you take your time.
    • The benefit will only occur if you let your chosen time duration to unfold fully.  If you stop the animation mid-way there will be no benefit.
  • New hard requirement: AAF_darthroman_creature_pack - Downloads - Advanced Animation Framework - LoversLab for the new animations and either Up To No Good - Downloads - Fallout 4 Adult & Sex Mods - LoversLab, or Bad Dragon Dildos - Sexual Content - LoversLab for the dildo meshes and textures. Whichever way, many thanks to Konata's original dildo meshes, in both above mods.
  • Added a debug button that does a deep scrub of all existing overlays on the player, and leaves only MSMA overlays (good tattoos, bad tattoos, and nail polish)
  • When you leave Marina's brunches, you leave a bit drunk and get some pensive moody music.

 

Hopefully I didn't forget to pack in any files :) This has been a pretty big update. 

Edited by MSM_Alice
Posted
51 minutes ago, MSM_Alice said:

0.7790 is up 

 

Changelog 0.7790 - mid playthrough upgrade should, in theory, be okay from 7730 up. This is a pretty big update.
 

  • Added a Safe SexFight Action hotkey (aside the regular one), that never burns any extra AP (only works with what you have in the AP bar)  @H Bof
  • Added 32 new music tracks and updates play conditions to include them (remember to update your separate music pack zip file)
  • Overhauled the entire way one adjusts problematic SA stats (no longer just a dry selection in the menu, now is done in a more lore appropriate way). The player is now gifted 4 special dildos called Courage, Zen, Harmony and Joy. Using these for various lengths of time and intensity can help manage Willpower, Self Esteem, Sex Addiction and Arousal. They are accessed exclusively via the brain implant menu you won't find them in your vanilla inventory.
    • Normally these legendary items should be found via with its own story quest in act 1, but for now Marina gifts all four of them to you at the start, for testing purposes (at least until Act1 is done).
    • They can be used to get a lot of effect fast, if you pay a Bimbo stat cost, or a slower pace, to get all the beneficial effect without increasing your Bimbo stats if you take your time.
    • The benefit will only occur if you let your chosen time duration to unfold fully.  If you stop the animation mid-way there will be no benefit.
  • New hard requirement: AAF_darthroman_creature_pack - Downloads - Advanced Animation Framework - LoversLab for the new animations and either Up To No Good - Downloads - Fallout 4 Adult & Sex Mods - LoversLab, or Bad Dragon Dildos - Sexual Content - LoversLab for the dildo meshes and textures. Whichever way, many thanks to Konata's original dildo meshes, in both above mods.
  • Added a debug button that does a deep scrub of all existing overlays on the player, and leaves only MSMA overlays (good tattoos, bad tattoos, and nail polish)
  • When you leave Marina's brunches, you leave a bit drunk and get some pensive moody music.

 

Hopefully I didn't forget to pack in any files :) This has been a pretty big update. 

have to say - you work fast!  Probably one of the most active modder in the FO4 verse right now (and that includes the great one JB - though the pure size of his mods are daunting)

Posted
18 hours ago, MSM_Alice said:

Well, the burnable stats can be enabled or disabed prior to a sexfight in the implant menu, so you can decide to spare some stats that you do not want to burn.  Different popups mid sexfight and new color codes can really fragment and complicate things. 


Maybe, if the pre sex configurator is not enough, you really want a mid-scene swap on what stats you want to burn or not, this is better served by either
 

A. Having a n additional "Safe Sexfight" hot key that only uses normal AP,  separated from the "Normal Sexfight" hotkey  that can also burn extra, depending on what you have enabled as extra burnable stats. 
B. MAybe  have a real time toggle that can make the regular key behave in "safe mode" (only use AP in the AP bar) or " turbo mode" (can burn extra, depending on what extras you have configured as burnable stats). 


But then one has to mentally track what mode the main button is on, so just having Regular Sexfight button and safe Sexfight button is easier for people to understand, conceptually, so maybe A is better than B. 

 

 

Just saw you added this in the new version, thanks a ton!

Posted
On 8/25/2025 at 5:07 AM, MSM_Alice said:


For some reason I am also thinking that some ( or maybe all ) of these four legendary dildos should be sentient and have different personalities (no, it is not just like Inside-Out dammit!) , and actually talk (yeah, an array talking emotional dildo-friends). 
Why do they talk?  I don't know. Are they cursed people ? are they AI/ robots ? Do they have something to do with your implant and only you can hear them ? I don;t know. I just know they need to happen.
And sometimes you know one of them would start a conversation at the most inopportune time, with the voice going from clear to muffled, to clear, to muffled, as... well you might imagine why.

Fucking YES! Have you seen the old BBC comedy series Red Dwarf? My first thought reading this was the Talkie Toaster, which now I think of it also reminds me of the New Vegas' Old World Blues appliances...and now I need this so very much 😅💖

 

6 hours ago, MSM_Alice said:

If you win the sexfight, and restraints in violate are set to apply on end ( and not on start), then  they should not apply that the end of the particular encounter that you won.. 

While this works most of the time, sometimes it does apply at the start and at least twice Violate had returned to "Apply at start". Had a Mutie patrol add at start despite Violate still reading as "at end" recently too, but deemed NfFO4 (Normal for Fallout 4) and ignored.

 

1 hour ago, MSM_Alice said:

Added a Safe SexFight Action hotkey

Late to the party on this one, since the Paralyse/Frenzy and Kill hotkeys brings up a message box, might be easier to condense the punish options into a single message box with Safe>P/F>Kill buttons, and add the NoBurn option there too? Bit clunky, but saves the hotkey space if you're running short.

 

2 hours ago, MSM_Alice said:

Added 32 new music tracks

Excellent 🎉

 

Additional: is there a dialogue or weapon-raised check on bimbo actions? Not that I mind mooning the Enclave General, but it did interrupt Sean as well (I think I needed to restart the conversation, can't remember very clearly though). Weapon-raised locks the camera angle, which is mostly fine but again posing just before a firefight started ended up with Bimbo Limbo frequent flier miles (I bet Candy did that on purpose though🤣).

Posted

There is actually precedent within the fallout setting for appliances with AI programs that talked and had their own personality.  In Fallout New Vegas in the Old World Blues DLC you were transported to a location called Big Mountain that was a research facility doing all sorts of wacky stuff.  One of the side quests you could do was collect personality holotapes to bring various appliances around your player home to life and they all had their own personalities.

 

If we can have a sexy talking light switch and a seeding machine obsessed with making sexual innuendoes and a literal sink that was a germaphobe that we could talk with dildos should be no big deal.  You just need some reasoning on how they managed to make it from Nevada to Boston with is 2716 miles away.  That's 3822 Kilometers for anyone outside the US.  Kellogg made the trip so we do know it's absolutely possible for it to happen.

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