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Posted
4 hours ago, Mimirue17 said:

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)

Thank you! Overall I don;t think I can approach the size output of other modders, but my AdHD makes it sometimes that I do get hyper fixated on things and drop everything ( even thing I really shouldn't drop)  until "the thing" that is the object of the hyper fixation is done. 


So I work in bursts :). But the stars do need to align for a burst to happen.

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

 

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

You're welcome. 
Now if you are unsure of how hard an enemy is,  you can even test with that safe key and a full AP bar at first. 
If you get " Not enough AP" in those conditions, at least you'll know for sure he's high caliber before attempting to sacrifice other stats.

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

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 😅💖

I haven' t seen Red Dwarf in earnest, only some bits and pieces.  But I shall look for clips of the Talkie Toaster to get a feeling for it.

 

Quote

 

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.

Probably will have to dig deeper and debug.
In your experience, is it linked to the "late" punishment, i.e., only happens when the punishment is applied as a fallback at the end of the peace bubble?  In this case what i need to figure out is what is the bug in " last round" determination method.
Or not really, does it happen even if the punishment is on time at the very end of the last sex scene? In that case the problem is deeper.


 

Quote

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.

 


Hmmm.. perhaps.. so far I'd rather have the two hotkeys that might be used more intensively be separated, and mapped to two distinct keys, and with no popup that breaks the flow. 

Actually the "cancel sexfight" one I added in April due to a request, but I don't believe in its necessity really, I don't think it serves any practical separate purpose, since one has the "nullify punishments" toggle.  That "cancel the sexfight altogether"  perhaps a bit  redundant and for most people can probably stay unmapped forever. 
I changed the recommendation in the MCM, the numpad - is recommended for the safe sexfight key now, and Cancel sexfight no longer has any mapping recommendation.

 

 

 

Quote

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🤣).

 

There is a IsInscene check for sure.  not sure if there is a weapon raised one. should I try to do a lower weapon on silly bimbo anims ? Or have those not happen if the weapon is readied?
That being said, I've been accidentally shooting punching people in fallout 4 when I wanted to just talk with them since forever, way before I got into modding. For me at least that thing is not bimbo-anim specific

Edited by MSM_Alice
Posted
2 hours ago, mercplatypus said:

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.

Great point. Thank you!
That is probably their origin story. Big Mountain.

Posted

I installed the latest version - the 'safe' hotkey works fine.   The original main hotkey now does not do anything.   To test I turned on all the AP help items in the core stats hotkey after it did nothing the first time I tried it.   Even with everything turned on the key (I remapped it to be sure) still does not do anything.   I will remap it to a key I did not use before to double check.

Posted

To keep on the mission of wrapping up prelude. 
 

  •  Done.  Might be enhanced later, but it is done. - Arousal effect system (new entry :D)
  •  Done.  Might be enhanced later, but it is done First iteration of the Bimbo Mantra System (SexFight Challenger pick mode)
  •  Done.  Working Basic functionality of the extra planar tribunal intervention (intercepting player bleed out/death events, and saving the player from death, at a cost.) ( can also work as restraint removers)
  •  Done.  Restraint manager, to enable better restrains management
  •  Done-  Less pleceholder-y way to manage SA stats (via the Four magic dildos)
  • To Do Basic functionality in actual location of the De-Bimbo School
  • To Do - a first iteration of hairdoos and makeup management at Marina ( mostly paying the bimbo points, to set a certain flag, and opening looksmenu so the player can do whatever the heck customizations they want to hair face and such . Ther is such a high technical hurdle to do that directly, via bypassing looksmenu, and such a variation of what anyone considers to be normal, high class or slutty,  might as well just let the player  set a flag once they pay the bimbo point,  then run free  with whatever look the consider appropriate for the chosen option of the three.
  • To Do -Migrating a bunch of the text notifications into inner spoken monologue. (in and out of sex scenes) 
  • To Do -Bugfix and polish 
    • a new polish pass on dialogues, making the dialogue more believable,  fixing typos and voice generation, face expression, gaze direction, idle anims
    • Fleshing out Marina prelude dialogue system and (really want Marina to see your status and react differently to changes whenever you visit, and to be open to have deeper chats on her terrace about all the changes that the player is going through and what they mean, practically and psychologically. If you pass by her after being abused by Piete's cocku-bots she should definitely react to the player's inflation and status with a custom scene/dialogue.)
    • Adding the odd item here and there ( like the OB piercings in the piercing list- haven' t forgotten that I received permission :) )
    • Figuring out what happens with restraints on end with violate and why lately,  sometimes, they still managed to get applied to the player, even on won sexfights apparently. 

 

Posted (edited)
14 minutes ago, Mimirue17 said:

I installed the latest version - the 'safe' hotkey works fine.   The original main hotkey now does not do anything.   To test I turned on all the AP help items in the core stats hotkey after it did nothing the first time I tried it.   Even with everything turned on the key (I remapped it to be sure) still does not do anything.   I will remap it to a key I did not use before to double check.

Pfft. something slipped for sure. Probably forgot to comment out some debug conditions, because of putting tother the package at 4 AM.  And i kept testing with the safe key.

Edited by MSM_Alice
Posted (edited)
On 8/26/2025 at 10:16 AM, Mimirue17 said:

I installed the latest version - the 'safe' hotkey works fine.   The original main hotkey now does not do anything.   To test I turned on all the AP help items in the core stats hotkey after it did nothing the first time I tried it.   Even with everything turned on the key (I remapped it to be sure) still does not do anything.   I will remap it to a key I did not use before to double check.

Does this fix it :  I'm not seeing an error in the script logic, so there wasn't any debug code left in, just a wrong assumption on my part that I did not test directly.  It might be that hotkeys on MCM cannot call functions that have any parameters, even if those parameters are not hard required in papyrus as they have default values pre-defined. 
 

 

 


Edit: Yes, MCM hotkeys specifically don't do their function calls if the function they call has parameters, even if those parameters have default values already defined and aren't hard required in normal papyrus calls.
MCM Hotkey function calls are more special that way, I learned today.  

I've double checked, and I have put it on the main page. Thank you for flagging it.

Edited by MSM_Alice
Posted
17 minutes ago, MSM_Alice said:

Does this fix it :  I'm not seeing an error in the script logic, so there wasn't any debug code left in, just a wrong assumption on my part that I did not test directly.  It might be that hotkeys on MCM cannot call functions that have any parameters, even if those parameters are not hard required in papyrus as they have default values pre-defined. 
 

MSMA_v0_7791.zip 30.96 MB · 0 downloads

 

Yes, MCM hotkeys specifically don't do their function calls if the function they call has parameters, even if those parameters have default values already defined and aren't hard required in normal papyrus calls.
MCM Hotkey function calls are more special that way, I learned today.  

yep - all fixed!

Posted (edited)

Did a test playthrough with DD and Cursed Wasteland and restraint traps and realized that: 
a. Dildo friends shouldn't really be usable when plugged, chastity belted and or otherwise restrained beyond a certain point
b. Marina shouldn't' t really be able to do rejuvenation treatment in similar situations
c. Same about surgical interventions on chest and butt size.

Added all these conditions (a breeze now to have it all centralized in the restrains manager), feels a lot more immersive/correct.
Test version below (not putting it on the main page for now, feels there should be a meatier update for that) 

 

Edited by MSM_Alice
Posted (edited)

More fine tuning, eased up of the strictness on the timing for what constitutes " full duration" ,  as even opening a menu for a quick glance during an AAF scene could mess the dildo timing monitoring up, and progress might be lost a bit too easily. 

Also added specific sex scene reports for Joy Courage, Zen and Harmony, detailing what happened (with both normal and rude language tones for those who use the rude language tone setting). 
I think this might amount to a meaningful improvement for gameplay, I might push it to the main page. 

MSMA_v0_7793.zip

Edited by MSM_Alice
Posted

not sure is its a borked save or something is going on under the hood.   Violate scenes are not working correctly - 2 mobs - sex with 1 the other is still attacking, then they switch sex with new one and now the other attacks.   when done they attack each other....

then surrendered - only 1 came - finished that scene

attacked the others and scene started (car blow up and killed them all.....)

the rest spawned and tried to surrender again but nothing happened...bimbo limbo

 

went back and tried to surrender again and surrender did not work again...bimbo limbo

 

went to sanctuary and it said not available sex is about to start when I hit the core stat key

 

here is the papyrus for last 2 attempts to clear the raiders to free Preston and goons.

 

log 2 was on 7792, log 0 was on 7793

 

going to start a new game and see if the issues were from upgrading mid game

 

also there appears to be an issue with PVPK town bicycle as it tries to run it over and over again in a non settlement area.   Not sure if that is something you can block while doing sexfight scenes or not.   Going to skip that one in the future, for now as currently looks broken with sexfight.

Papyrus.2.log Papyrus.0.log

Posted (edited)
2 hours ago, Mimirue17 said:

not sure is its a borked save or something is going on under the hood.   Violate scenes are not working correctly - 2 mobs - sex with 1 the other is still attacking, then they switch sex with new one and now the other attacks.   when done they attack each other....

then surrendered - only 1 came - finished that scene

attacked the others and scene started (car blow up and killed them all.....)

the rest spawned and tried to surrender again but nothing happened...bimbo limbo

 

went back and tried to surrender again and surrender did not work again...bimbo limbo

 

went to sanctuary and it said not available sex is about to start when I hit the core stat key

 

here is the papyrus for last 2 attempts to clear the raiders to free Preston and goons.

 

log 2 was on 7792, log 0 was on 7793

 

going to start a new game and see if the issues were from upgrading mid game

 

also there appears to be an issue with PVPK town bicycle as it tries to run it over and over again in a non settlement area.   Not sure if that is something you can block while doing sexfight scenes or not.   Going to skip that one in the future, for now as currently looks broken with sexfight.

Papyrus.2.log 145.4 kB · 0 downloads Papyrus.0.log 408.55 kB · 0 downloads


No clue what that might be, Didn't happen on my latest three playthroughts.
If you are going to try a new playthrough try it on the latest: 
MSMA_v0_7794.zip

 

 

ChangeLog

0.7794 -More improvements post playtesting . If any oddities, try starting a new game.
 

  • Added effects of wearing restraints in sexfight with raider and gunners ( wearing restraints turns Raiders and gunners on, and they are easier to sexfight, the AP cost to answer their challenges is lower for a restrained player)
  • Updates to Zen, Harmony, Courage and Joy scenes.
    • Added visible a timer update on the Notification channel to have an idea when the rewards would come
    • Scenes with any of the four "magic" dildos now matter for sex history/ cravings.
    • when using them, moans can alert enemies. higher level bimbos are able to refrain from moaning so they produce a smaller effect, ,lower level bimbos though alert everyone on a largish radius, so maybe don't use the dildos while sneaking past enemies. Range is MCM adjustable
    • They can now cause stretching (more on fast-tracked scenes, much less so in the longer scene where one takes their time) 
  • When the player is attacked during a dildo scene, the event is detected and the scene naturally stops. 
  • Some of the hotkeys can be used to force-stop a dildo scene (details on the hotkey page). 
  • Better UI around the Rejuvenation process at Marina.
  • Small typos and other QOL fixes
Edited by MSM_Alice
Posted

Hey there, finally back to playing FO4 after losing my HDD , anywho, I was wondering if I might have messed something up because none of the in game morphs will not work no matter the MCM settings. Before you ask, I reinstalled the body mod,. bodyslide,. F4SE,. looksmenu, so... any Ideas on what I might be missing?

Thanks. 

Posted
11 minutes ago, mercplatypus said:

Did you check to make sure the check box next to batch build for building morphs was ticked when building your bodyslide?

kinda noob question but yes, I asked this question about morphs because they worked on earlier versions, but I dont want to downgrade.

Posted
20 hours ago, MSM_Alice said:

Talkie Toaster

https://www.youtube.com/watch?v=LRq_SAuQDec

 

20 hours ago, MSM_Alice said:

punishment is applied as a fallback

I suspect it's related to non-standard scene progression and/or script lag on my end. Happened in Hallucigen (which seems like an excellent story beat for so many adult mods, but I've never it used) where it called in the crazies, an instance with a car going off disrupting the event, and a weird one in Medford with muties from floors below, non-punishment, delayed restraints, SEU prostitution to try and finish the job...yeah, it was a mess. Possibly Dunwitch quarry with inactive ghouls? That may just have been interrupted, no restraints, mixed friendly and hostile ghouls. As I said, NfFO4 🤷‍♂️

 

20 hours ago, MSM_Alice said:

numpad - is recommended

This is where things get tricky: Place Anywhere uses the entire keypad and I've learned my lesson about removing mods causing load order cascade problems. With some hotkeys constantly available, they overlap with other functions, such as mapping O always bringing up the radio, or TSEX menu activating when using the FallUI search function in crafting menus. There are workarounds (dropping craving and last act reports to use the implant menu, for instance), but at the end of the day it's your call and as I said, adding a menu is rather clunky (as seen in the implant menu, where you can set that pre-fight, not during).

 

20 hours ago, MSM_Alice said:

 I've been accidentally shooting punching people in fallout

Sure, you just happened to shoot Preston when he was asking for more help 😜 Very true though, and while some of those poses are quite strange with a gun it's on brand enough for it to be a feature rather than a feature.

 

3 hours ago, Sweettits said:

any Ideas on what I might be missing

2 thoughts: are the mods NG/OG specific, or for the right body? Further, if it's clothing you're talking about, do they have a reference body attached that's different to the one you use? AR2 and Thuggyverse clothes tend to include the body so in my case at least the morphs are invisible, leading to things like nipple rings floating a good 20-30cm off the torso!

Posted (edited)

I think I found a very odd bug that was introduced in one of the newest versions. After doing some testing it seems that equipping the septum piercing stops my combat/weapon movement animations from working correctly and my PC reverts to using vanilla animations. Is there some sort of keyword or anything that may have been added that does this? MO2 doesn't show any overwrites between MSMA and my weapon animation mods. I also think it's new because I've always used the septum piercing as one of the first ones I get and it's happening on v07794. I'll check on 7790 shortly. I wasn't able to test all of the piercings, but I checked a lot of them and so far only the septum causes it if that helps.

 

Edit: I found the real cause of the issue it's not the septum piercing! It's caused by arousal! I'm not sure if it's MSMA or Sex Attributes in that case. My test save for the piercings just happened to be perfectly timed with the arousal level that's causing it. Either way it always happens as soon as I hit around 62 arousal and a message pops up in the top left saying "your nipples are erect" or something like that. Is this message/effect from MSMA? After it happens it doesn't seem to be fixable in anyway that I can find so far, even after lowering arousal. It's also happening on v07790.

Edited by H Bof
Posted (edited)
53 minutes ago, H Bof said:

I think I found a very odd bug that was introduced in one of the newest versions. After doing some testing it seems that equipping the septum piercing stops my combat/weapon movement animations from working correctly and my PC reverts to using vanilla animations. Is there some sort of keyword or anything that may have been added that does this? MO2 doesn't show any overwrites between MSMA and my weapon animation mods. I also think it's new because I've always used the septum piercing as one of the first ones I get and it's happening on v07794. I'll check on 7790 shortly. I wasn't able to test all of the piercings, but I checked a lot of them and so far only the septum causes it if that helps.

 

Edit: I found the real cause of the issue it's not the septum piercing! It's caused by arousal! I'm not sure if it's MSMA or Sex Attributes in that case. My test save for the piercings just happened to be perfectly timed with the arousal level that's causing it. Either way it always happens as soon as I hit around 62 arousal and a message pops up in the top left saying "your nipples are erect" or something like that. Is this message/effect from MSMA? After it happens it doesn't seem to be fixable in anyway that I can find so far, even after lowering arousal. It's also happening on v07790.

If you can provide more info about
1. What is the third-party custom animation mod you are using
2. How are you deploying it
I can investigate what the link might be. 


Hmmm... That nipple message is indeed part of MSMA, specifically the system related to silly occasional animations that higher-level bimbos do when aroused alongside giggling (can be turned off in the MSMA MCM if problematic) 
That system plays some idles From Dloh, then stops them, and does so now and then.

But maybe instead of reverting idle anims to  "what they were before",  it just  "reverts to vanilla player anims", and for the people using vanilla, that is the same, and thus it does not seem out of place at all, but for people who were using something more custom, it does. 

If anything, I would expect visits to limbo to have more of a chance to do something to animations, as that auto removes restraints and asks the player to reset their anims to the "unrestrained" version...,  or the module that changes the running animation to the "bimbofied" version from Nuka ride. 
Not starting/stopping the DLOH idles.


We're probably closing in on a bug worth solving for all people who using custom anims instead ofvanilla anims,  but perhaps we don't have the causality chain fully figured out quite yet.

 

The best way to "sweep the problem under the rug" is to deactivate that module in MSMA that makes higher-level bimbos do special things when aroused. Just turn that off in the MCM, as it does not have a core role in sexfight gameplay or progression; it is purely Aesthetic/atmosphere.
Maybe  I should have it default off. 

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

kinda noob question but yes, I asked this question about morphs because they worked on earlier versions, but I dont want to downgrade.

Hello.
Morphs in MSMA should function today in the same way, via the same script commands and system, as they did back in April.

Downgrading/upgrading MSMA likely won't make a difference in the morphs working; the underlying infrastructure you are running the mod is what is trust is what's causing the different behavior.


Is this about morphs on the base naked body, or morphs on certain clothing items?
Are the same morphs working on other mods like Nuka Ride, Commonwealth Slavers, or Sexual Harrasamment , is the morph functionality only hampered in MSMA?

Edited by MSM_Alice
Posted
10 hours ago, Mimirue17 said:

not sure is its a borked save or something is going on under the hood.   Violate scenes are not working correctly - 2 mobs - sex with 1 the other is still attacking, then they switch sex with new one and now the other attacks.   when done they attack each other....

then surrendered - only 1 came - finished that scene

attacked the others and scene started (car blow up and killed them all.....)

the rest spawned and tried to surrender again but nothing happened...bimbo limbo

 

went back and tried to surrender again and surrender did not work again...bimbo limbo

 

went to sanctuary and it said not available sex is about to start when I hit the core stat key

 

here is the papyrus for last 2 attempts to clear the raiders to free Preston and goons.

 

log 2 was on 7792, log 0 was on 7793

 

going to start a new game and see if the issues were from upgrading mid game

 

also there appears to be an issue with PVPK town bicycle as it tries to run it over and over again in a non settlement area.   Not sure if that is something you can block while doing sexfight scenes or not.   Going to skip that one in the future, for now as currently looks broken with sexfight.

Papyrus.2.log 145.4 kB · 1 download Papyrus.0.log 408.55 kB · 0 downloads

Did the weirdness above happen again on a new game on 7794?

Still no clear idea of what might have caused that.
I tried to trigger it several ways, no success so far. 

Posted
22 minutes ago, MSM_Alice said:

1. What is the third-party custom animation mod you are using

 

I use three weapon movement mods in order for some to purposefully overwrite parts of the previous mod(s). Here's the links in the order I have them set in MO2:

 

  1. Much Better 3rd Person Animation Tactics
  2. Tactical Animations
  3. RE Tactical Handgun - Animation Mashup

 

25 minutes ago, MSM_Alice said:

2. How are you deploying it

 

This I'm not sure how you mean :( They're just "activate in MO2 and they work" replacers if that's what you were looking for.

 

27 minutes ago, MSM_Alice said:

Hmmm... That nipple message is indeed part of MSMA, specifically the system related to silly occasional animations that higher-level bimbos do when aroused alongside giggling (can be turned off in the MSMA MCM if problematic) 
That system plays some idles From Dloh, then stops them, and does so now and then.

But maybe instead of reverting idle anims to  "what they were before",  it just  "reverts to vanilla player anims", and for the people using vanilla, that is the same, and thus it does not seem out of place at all, but for people who were using something more custom, it does. 

 

Good to know, I'll give this a try.

 

28 minutes ago, MSM_Alice said:

If any thing I would expect visits to limbo to have more of a chance to do something to animations, as that auto  removes restraints and asks the playero to reset their anims to the "unrestrained" version...,  the module that changes the running animation to the "bimbofied" version from Nuka ride. 
Not starting/stopping the DLOH idles.

 

We're probably closing in on a bug worth solving for people using custom anims,  but perhaps we don't have the causality chain fully figured out quite yet.

 

I haven't done any specific testing, but so far in regular gameplay limbo has worked just fine with removing them and the animations still run after leaving. Though a few times it has just missed a few items for some reason but it's rare. Usually some sort of KFT armbinder but that just may be coincidence since I don't recall any exact repeat items. I'm not exactly sure how it all relates but for what it's worth up to getting the message/arousal that causes the issue, the NR bimbo animations worked just fine with my combat anims. I should also mention this all happened the first time after reaching this arousal after becoming bimbo level 2.

 

31 minutes ago, MSM_Alice said:

The best way to "sweep the problem under the rug" is to deactivate that module that makes higher-level bimbos do special things when aroused. Just turn that off in the MCM it does not have a core role in sexfight gameplay or progression, it is purely Aesthetic/atmosphere..

 

I'll give that a shot, oh how I long for the simplicity of Open Animation Replacer in Skyrim lol. Thanks for the help!

Posted (edited)
14 minutes ago, H Bof said:

. I should also mention this all happened the first time after reaching this arousal after becoming bimbo level 2.

That's precisely when that "random anim" system is by default configured to kick in,  if you haven't changed any of its MCM settings.
Bimbo level  2, at above  60 arousal. 

I'll install those mods too this coming weekend and will see how  I  should do this process so that after the silly anims, the system returns to the customized anims,  and not to the base vanilla anims. 

If I can't figure it out, I'll leave the silly anim module be by default off, or have it be defaults just do the perky nipple morph thing , and the giggle sound, which in itself change nothing about the animations,  but without the idles.  And have that idles functionality be a manual/optional toggle on, so that it is still there for the people who really want those (more than they want custom-made weapon anims). 

That system altogether has been a bit of a headache, as the camera changes needed to showcase those anims were interfering with the custom camera mod too.  

 

Edited by MSM_Alice
Posted (edited)
36 minutes ago, MSM_Alice said:

Did the weirdness above happen again on a new game on 7794?

Still no clear idea of what might have caused that.
I tried to trigger it several ways, no success so far. 

you know what was weird - where it started - I had a fight in concord and go down to low health - they made a comment "good guys win again" or something like that and I went to bimbo limbo with no sexfight.   Everything about the save never worked again in concord.  I went to sanctuary - came back and beat them (papyrus said I beat rapists and gained esteem I think) and went to leave the building to get the power armor - and suddenly I am in a surrender pose.   I also noticed a comment during sexfight about something resetting Ghost status or something and I had never seen that before.   Nothing about that showed up in the papyrus logs for some reason so its not something that is being tracked normally.   I saw that again later.   Not sure if that gives you any ideas - no idea what the message about Ghost means as far as sexfight goes though I did see you mention something about it in previous version.

 

edit: I just got home so will be starting up a new run with 7794

Edited by Mimirue17
Posted (edited)
14 minutes ago, MSM_Alice said:

That's precisely when that "random anim" system is by default configured to kick in,  if you haven't changed any of its MCM settings.
Bimbo level  2, at above  60 arousal. 

I'll install those mods too this coming weekend and will see how  I  should do this process so that after the silly anims, the system returns to the customized anims,  and not to the base vanilla anims. 

If I can't figure it out, I'll leave the silly anim module be by default off, or have it be defaults just do the perky nipple morph thing , and the giggle sound, which in itself change nothing about the animations,  but without the idles.  And have that idles functionality be a manual/optional toggle on, so that it is still there for the people who really want those (more than they want custom-made weapon anims). 

That system altogether has been a bit of a headache, as the camera changes needed to showcase those anims were interfering with the custom camera mod too.  

 

 

Gotcha, and I can confirm disabling the silly anims worked as a temporary fix so thanks again! 

 

Oh and I realized as I typed them out that I had my weapon anims in the wrong order in my own setup so I changed it and it should now be:

 

  1. Tactical Animations
  2. Much Better 3rd Person Animations Tactics
  3. RE Tactical Handgun
Edited by H Bof

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