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Posted (edited)
47 minutes ago, Mimirue17 said:

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

I noticed on my lengthier playthrough on the latest versions that something, some conditions (don't know precisely what yet ) might set the player to ghost mode ( invulnerable mode).
That can be problematic for a number of reasons. Combat is super easy, and no spells can ever be applied to the player while in ghost mode. 

In my playthroughs  a few years ago, way before I got into making mods and started building MSMA, I also got that happen as a user,  and when it happened, I would always set ghost to 0 in console and call it a day 

So, now with some periodic checks, when I detect the player has the ghost flag set to ON, I set it to off.
Might have forgotten a notification about it, too; it was supposed to be a debug.Trace(), but maybe I forgot it as a Debug.Notification().


 

I think it might be because of the kidnapping by the bimbo limbo, when a violate scene starts in parallel with the kidnapping.
When I ask violate to cancel the process there, I think the cancel only works without side effects if the player is still around.
But because the player is in limbo, we get some form of  "partial violate cancel with some side effects," perhaps, where there are some transitional aspects  ( like ghost mode) that remain "on".
Anyway just a hypothesis for now.

I'll probably make a temporary "watchdog" script for dev purposes, to monitor player ghost status and to alert me when it changes so I can better understand what happens there, that mod sets it to true and why it forgets to reset it. 
 

Edited by MSM_Alice
Posted (edited)

Oh, another strange thing noticed, but haven't figured out the causal chain for ( ever since added DD KFT, RH, and Cursed Wasteland for more deeply testing the restraints manager)  is that on some occasion  the vanilla Player.IsInScene() papyrus function just returns true when queried, forever, even though the Player is not visibly in any dialogue scene whatsoever.

I need to do a force start on an empty scene ( as that force start ends all other scenes that that particular actor is participating in at that time), and then only then does Player.IsInScene() resume normal behavior. 

I think it is about having more special restraints equipped, like an inflatable or vibrating DD plug.
I think some of the events that some of the restraints do, like the plugs when they vibrate, are actually set up as "Scenes", and some remain on maybe?
At any rate, I limit the start of a series of MSMA functionality based off Player.IsInScene() or not, including the dildo friends, so this cannot stay like this, I have to figure out what happens there and why specifically, Player.IsInScene() sometimes goes stuck and unstuck it, or alternately, just limit fewer MSMA things based on Player.IsInScene() . 

Edited by MSM_Alice
Posted

Hi MSM_Alice,

 

I think I may have caused an issue with my gameplay.  I have been updating the mod as they release.  When I went from the 7780 version to the later versions (7790, 7791, 7793 & 7794) I downloaded and installed the AAF_darthroman_creature_pack_v1.0.2 as stated in the instructions.  I made sure to install it along with the 7790 version.  Everything seemed fine and yet, at some point between 7793 & 7794 my animations stopped working.  The npcs that my character would engage in seems to pose.  I do not get any sexfight cues or anything.  I have AAF Spectator so the other npc's go over and clap and cheer the engaged NPC, but my character never goes into the scene, I can walk around and never engage at all.  It is really weird, the messed-up part though is that it could have been screwed up for hours without me knowing as I had been dealing with stupid settlement quests.

 

I am wondering, actually hoping that there may be some sort of safe mode that may be a default with the later versions, as I can't seem to have any sex activities with any of the mods.  My AAF and all of my mods had been working without any issues of course, but as a precaution, I updated to the latest version of AAF and I still have the same result.  The NPC acts as though they are in a scene (which they just pose) and my character can walk around, trade, go in dialogue with other NPCs it is very weird.

Posted
10 minutes ago, nefer385 said:

Hi MSM_Alice,

 

I think I may have caused an issue with my gameplay.  I have been updating the mod as they release.  When I went from the 7780 version to the later versions (7790, 7791, 7793 & 7794) I downloaded and installed the AAF_darthroman_creature_pack_v1.0.2 as stated in the instructions.  I made sure to install it along with the 7790 version.  Everything seemed fine and yet, at some point between 7793 & 7794 my animations stopped working.  The npcs that my character would engage in seems to pose.  I do not get any sexfight cues or anything.  I have AAF Spectator so the other npc's go over and clap and cheer the engaged NPC, but my character never goes into the scene, I can walk around and never engage at all.  It is really weird, the messed-up part though is that it could have been screwed up for hours without me knowing as I had been dealing with stupid settlement quests.

 

I am wondering, actually hoping that there may be some sort of safe mode that may be a default with the later versions, as I can't seem to have any sex activities with any of the mods.  My AAF and all of my mods had been working without any issues of course, but as a precaution, I updated to the latest version of AAF and I still have the same result.  The NPC acts as though they are in a scene (which they just pose) and my character can walk around, trade, go in dialogue with other NPCs it is very weird.

Alice can give more details, but I recall a pretty big update between 7780 and the newer ones that did require a new game, along with a new music pack as well I believe.   Would have to go back and read the updates themselves to be sure about all that though.

Posted
2 hours ago, MSM_Alice said:

I noticed on my lengthier playthrough on the latest versions that something, some conditions (don't know precisely what yet ) might set the player to ghost mode ( invulnerable mode).
That can be problematic for a number of reasons. Combat is super easy, and no spells can ever be applied to the player while in ghost mode. 

In my playthroughs  a few years ago, way before I got into making mods and started building MSMA, I also got that happen as a user,  and when it happened, I would always set ghost to 0 in console and call it a day 

So, now with some periodic checks, when I detect the player has the ghost flag set to ON, I set it to off.
Might have forgotten a notification about it, too; it was supposed to be a debug.Trace(), but maybe I forgot it as a Debug.Notification().


 

I think it might be because of the kidnapping by the bimbo limbo, when a violate scene starts in parallel with the kidnapping.
When I ask violate to cancel the process there, I think the cancel only works without side effects if the player is still around.
But because the player is in limbo, we get some form of  "partial violate cancel with some side effects," perhaps, where there are some transitional aspects  ( like ghost mode) that remain "on".
Anyway just a hypothesis for now.

I'll probably make a temporary "watchdog" script for dev purposes, to monitor player ghost status and to alert me when it changes so I can better understand what happens there, that mod sets it to true and why it forgets to reset it. 
 

that sounds about right - as it all broke when a violate scene should have started but a bimbo limbo started before it.   I think I will turn on Violate debugs as well as that might show something as well.   The failed surrender (they kept attacking until the PC was actually killed) aspect of it could be a result of a the PC being stuck in scene that was aborted but not actually cancelled like you mentioned above.

Posted (edited)
1 hour ago, nefer385 said:

Hi MSM_Alice,

 

I think I may have caused an issue with my gameplay.  I have been updating the mod as they release.  When I went from the 7780 version to the later versions (7790, 7791, 7793 & 7794) I downloaded and installed the AAF_darthroman_creature_pack_v1.0.2 as stated in the instructions.  I made sure to install it along with the 7790 version.  Everything seemed fine and yet, at some point between 7793 & 7794 my animations stopped working.  The npcs that my character would engage in seems to pose.  I do not get any sexfight cues or anything.  I have AAF Spectator so the other npc's go over and clap and cheer the engaged NPC, but my character never goes into the scene, I can walk around and never engage at all.  It is really weird, the messed-up part though is that it could have been screwed up for hours without me knowing as I had been dealing with stupid settlement quests.

 

I am wondering, actually hoping that there may be some sort of safe mode that may be a default with the later versions, as I can't seem to have any sex activities with any of the mods.  My AAF and all of my mods had been working without any issues of course, but as a precaution, I updated to the latest version of AAF and I still have the same result.  The NPC acts as though they are in a scene (which they just pose) and my character can walk around, trade, go in dialogue with other NPCs it is very weird.

Hmm
Will take a look. IT certainly does not sound like something I have ever seen or experienced. I don't have a clear idea how to grab this issue by its tail.

Two questions
1. Did you also get all the requirements from AAF_darthroman_creature_pack_v1.0.2 itself, or just that mod? (the bad dragon dildos and whatnot)?

2.  Does AAF initialize correctly (UI working and everything) on a new game?
AAF can act up if it has XMLs with missing references inits XML folder, so I am thinking perhaps this happens in your case and likey those are from one of these two mods somehow.

 


If you are the tinkering type, as a debug step, try the following: 
- Temporarily Remove  the AAF  XMLs that came  from the AAF_darthroman_creature_pack_v1.0.2 from the AAF XML Folder (or the mod altogether)

- Temporarily Remove the two new specific XML files that MSMA added in the AAF XML folder with animation redefinitions for AAF_darthroman_creature_pack_v1.0.2, for the new dildos.
- Load a save from before the upgrade (or a new game) and see if all is well 
 

Probably suppressing those efiles in a virtualized folder of a mod manager is more complicated than it sounds. 



 

Edited by MSM_Alice
Posted (edited)

Here is a 0.7800 with a bunch ofxes ( or debug functionality so we can find the fixes) 

1. Mysterious SetGhost (GodMode) Flag.
I have used the SetGhost Watchdog and that confirmed that indeed it was set to true for the Player  on Bleed out ( or on surrender) by Violate, because of the  God Mode user option In Violate that I had toggled  to on. (that is the default for most people). Probably there is a Bimbo-Limbo related edge case where that flag was set by Violate , but not cleared Violate later when it cancelled the violate scene.
Now MSMA does some extra clearing of that flag in Bimbo Limbo, and later on also periodic bimbo updates (that happen outside of the violate time bracket).
@Mimirue17 I also removed the notification of finding and setting the Ghost flag off, it shouldn't bother you anymore. 

I did leave the  "Is Player A Ghost"  watchdog available, in the debug section, just in case it is needed for later, but it is by default turned off.

 

 

2 @H Bof Figured out the real cause of the animation thing, and actually, this time I was doing things correctly :D.. 
Fallout4 supports what they call Animation archetypes (that can be activated differently on the face and body). There have quite a few of those aside the default ones/
These archetypes are what allow certain actors  to have a different " vibe" as they move around, move more peppy, or more depressed depending on their state of mind, (with slouched shoulders and whatnot).
I do make use of these archetypes, a little now, but I want to do more of it in the future.  They are a very important storytelling device, not just on NPCs but on the player too.
Perhaps the custom animation mods you are using probably are not prepared for this contingency, for Animation Archetypes on the player to be changed often, as the vanilla story does not do that for the player. 


Solution: I now have a setting (general settings, scroll down a lot)  in MSMA that allows or not MSMA to change Body Animation Archetypes on player at all (you can choose yes or no) and you probably  want to set it to no because of your tactical anims.   Normally when the story is more fleshed out that will need to be on yes if you want to see the overall psychological status of the player to be reflected in the body pose and animations style. But for now you can set it to off. It is for now off by default on a new game. 
There a separate setting for face, but since dor face that is safer, the permission for MSMA to alter  animation archetypes for the player face is default yes ( 1).  But if you do not want that either you can set that to 0 too.
If you stop MSMA from attemting to alter Animation archetypes, then you too can use the silly bimbo idles system with no issues ( at least in theory).  It was not the idles themselves starting/stopping that were overwriting your custom their party Anim, it was the change of the overall body Animation archetype , the "vibe",  that I was doing at the same time when the silliness started, to support the premise of someone acting a bity silly. 

 

3. The Player.IsInScene() function getting stuck  on True sometimes even if the player is not in any dicerneable scene. 
There are more  MSMA Settings to help with that now :

  • 1. People can decide  to leave it as it was before and ignore the fact that this  IsInScene can sometimes return a false positive.
  • 2. People can decide  to leave it as it was before  except for when the player wears DD devices, then this check is Ignored (I trust some DD devices spawn some scenes an that makes it return an erroneous result) 
  • 3. Pople can opt to not have IsInScene act as a blocker for any actions anymore. 

There is also an experimental option that tells MSMS to try and figure out if IsInScene got stuck, and to try to get it unstuck automatically (every 7 minutes or so). 

4. Changed the way Keyword variables for DD KFT and RH initialize to be more brute force and less conditional, and forced a re-init of said keywords on version upgrade to 07800, as I saw in @Mimirue17 's papyrus log still mentions of uninitialized restraints keywords in MSMA scripts.

 

 

Here you go. Hopefully sorts things out :D 

 

Edited by MSM_Alice
Posted (edited)

@Mimirue17 Actually I think I have a (more elegant) solution.

Here is a new version that has two depart modes to Bimbo Limbo (selectable in the MSMA general settings in MCM).
The old "fast" one and a newer slower "compatibility" one that has MSMA waiting around a bit for Violate to fully do its thing, and fully quick-exit before player departing for bimbo limbo.

It is a bit of a longer wait and one does get to see that player line "I'm surrendering" ,  but it should create less headaches.

The compatibility one should allow Violate to do everything it needs to do to Quick exit, before the player is yanked away.

 

Edited by MSM_Alice
Posted
4 hours ago, MSM_Alice said:

2 @H Bof Figured out the real cause of the animation thing, and actually, this time I was doing things correctly :D.. 
Fallout4 supports what they call Animation archetypes (that can be activated differently on the face and body). There have quite a few of those aside the default ones/
These archetypes are what allow certain actors  to have a different " vibe" as they move around, move more peppy, or more depressed depending on their state of mind, (with slouched shoulders and whatnot).
I do make use of these archetypes, a little now, but I want to do more of it in the future.  They are a very important storytelling device, not just on NPCs but on the player too.
Perhaps the custom animation mods you are using probably are not prepared for this contingency, for Animation Archetypes on the player to be changed often, as the vanilla story does not do that for the player. 


Solution: I now have a setting (general settings, scroll down a lot)  in MSMA that allows or not MSMA to change Body Animation Archetypes on player at all (you can choose yes or no) and you probably  want to set it to no because of your tactical anims.   Normally when the story is more fleshed out that will need to be on yes if you want to see the overall psychological status of the player to be reflected in the body pose and animations style. But for now you can set it to off. It is for now off by default on a new game. 
There a separate setting for face, but since dor face that is safer, the permission for MSMA to alter  animation archetypes for the player face is default yes ( 1).  But if you do not want that either you can set that to 0 too.
If you stop MSMA from attemting to alter Animation archetypes, then you too can use the silly bimbo idles system with no issues ( at least in theory).  It was not the idles themselves starting/stopping that were overwriting your custom their party Anim, it was the change of the overall body Animation archetype , the "vibe",  that I was doing at the same time when the silliness started, to support the premise of someone acting a bity silly. 

 

Glad you found it! I'm not sure if it's the same archetype system or not but for things like Commonwealth Slavers' changing the PC to use depressed animations, those didn't interfere with my weapon ones in my most recent playthrough of it. So it might be worth a look asking JB how that system works if it might help. Though also don't stress yourself too much trying to find something just for my little mod setup if you do. Either way thanks again!

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

 

Glad you found it! I'm not sure if it's the same archetype system or not but for things like Commonwealth Slavers' changing the PC to use depressed animations, those didn't interfere with my weapon ones in my most recent playthrough of it. So it might be worth a look asking JB how that system works if it might help. Though also don't stress yourself too much trying to find something just for my little mod setup if you do. Either way thanks again!

 

Should be already in 0.7801, all you need to do is leave that on 0 , and you can probably use the bimbo silly anim system. 


image.thumb.png.f91a44e9c7f891f61ac957efc912105f.png

Will look in the NR script to see how JB switches archetypes, maybe he does not reset,
In the examples I saw there was always a reset, to clean bound anim effects in case there are restraints.

Or maybe there is a way to save what's there so it ca be restored after.

Edited by MSM_Alice
Posted (edited)

this is on 7794

 

got example of a scene that ended up in Bimbo Limbo (time mark 3:23:24)

 

interesting part of this - started with 5 raiders (had marked 2 of them with Just Business) - scene ended and 3 of them shot it out (frenzy - other 2 were in bleed out due to JB).   Ended as expected.

 

Resurrected on on of the raiders to mark with JB - she ended up knocking me down > violate > bleedout > Bimbo Limbo (note there was no sexfight here as had happened in previous example where things went weird on me) I do get the low on health (or limb damaged) message but do not surrender > end up in bleedout > Bimbo Limbo.   Not sure why the PC is not surrendering in this case and reaching bleedout (no massive damage to skip surrender phase as far as I can tell - small caliber weapon where previously was with a knife)

 

After BL scene went back to finish the job - only 3 raiders were left (one was dead on ground - other disappeared) just found it interesting not really anything with this mod.

 

Just figured it would give you a good read on how the transition to BL went for you to analyze

Papyrus.0.log

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

this is on 7794

 

got example of a scene that ended up in Bimbo Limbo (time mark 3:23:24)

 

interesting part of this - started with 5 raiders (had marked 2 of them with Just Business) - scene ended and 3 of them shot it out (frenzy - other 2 were in bleed out due to JB).   Ended as expected.

 

Resurrected on on of the raiders to mark with JB - she ended up knocking me down > violate > bleedout > Bimbo Limbo (note there was no sexfight here as had happened in previous example where things went weird on me) I do get the low on health (or limb damaged) message but do not surrender > end up in bleedout > Bimbo Limbo.   Not sure why the PC is not surrendering in this case and reaching bleedout (no massive damage to skip surrender phase as far as I can tell - small caliber weapon where previously was with a knife)

 

After BL scene went back to finish the job - only 3 raiders were left (one was dead on ground - other disappeared) just found it interesting not really anything with this mod.

 

Just figured it would give you a good read on how the transition to BL went for you to analyze

Papyrus.0.log 459.42 kB · 0 downloads

Hmm.. yes  since bimbo limbo was added I did decrease chance to surrender in Violate.
There's not only a threshold for health, but also a chance to surrender on hit whenever you are under that health threshold.

And that chance now is no longer 100%, per hit is more like 20%. at lower bimbo levels, and 50% at higher bimbo levels. 
if you want to surrender you will need to press that surrender button, otherwise auto surrender is not 100 Ensured.
If you don't press that surrender button if you want to surrender, you might fight to the death.


 

If I wouldn't do that most people would never visit bimbo limbo, as auto surrender always kicks in before.
I think it also is more lore appropriate that some psycho raider would just keep shooting a person that does not surrender in a very obvious way.
If someone wants to surrender for sure, they can press the surrender button :).
If they don't press it, they might just fight to the death. cuz enemies be psychotic.

Edited by MSM_Alice
Posted

this is gonna sound really random but did you make any changes to how the bimbo animation camera is handled? During nuka ride i noticed after getting bimbo animations a camera issue where it was too close pretty much 1st person then zoom out a lot when moving. I found an animation fix but only worked when i didnt have a gun out after i updated from .7780 to .7793 i no longer have the problem.

Posted
34 minutes ago, MSM_Alice said:

Hmm.. yes  since bimbo limbo was added I did decrease chance to surrender in Violate.
There's not only a threshold for health, but also a chance to surrender on hit whenever you are under that health threshold.

And that chance now is no longer 100%, per hit is more like 20%. at lower bimbo levels, and 50% at higher bimbo levels. 
if you want to surrender you will need to press that surrender button, otherwise auto surrender is not 100 Ensured.
If you don't press that surrender button if you want to surrender, you might fight to the death.


 

If I wouldn't do that most people would never visit bimbo limbo, as auto surrender always kicks in before.
I think it also is more lore appropriate that some psycho raider would just keep shooting a person that does not surrender in a very obvious way.
If someone wants to surrender for sure, they can press the surrender button :).
If they don't press it, they might just fight to the death. cuz enemies be psychotic.

that explains it - was not aware it was so low.   In 5 straight fights I let them attack me without surrendering all of them ended up in bleedout > Bimbo Limbo

 

now that I am aware of that I will handle combat a bit different (I thought it was a % chance on BL not a % chance you would surrender) - though I normally just surrender anyways as who wants to get blood all over your clothes! So hard to get out without working washing machines! 

 

Though those Muttie Cocks are so enticing....maybe the surrender key just doesn't work sometimes....ya I am sure that's it.

 

on that note - any chance the cleaning wipes could clear the Blood also (even it it takes 2 - 1st one clears cum 2nd one blood.  Or if tons of cum might take a few to get all the layers off! (gangbang specialist perk?! - should be a thing :P) I have never found a way to reduce how long that lasts (blood) or where that variable even is to be honest.   Sure its an overlay somewhere.

Posted (edited)
23 minutes ago, Mimirue17 said:

 

 

on that note - any chance the cleaning wipes could clear the Blood also (even it it takes 2 - 1st one clears cum 2nd one blood.  Or if tons of cum might take a few to get all the layers off! (gangbang specialist perk?! - should be a thing :P) I have never found a way to reduce how long that lasts (blood) or where that variable even is to be honest.   Sure its an overlay somewhere.

I don' t think there's a viable way to directly control blood decals or smoke/burnt decals from papyrus. They are not normal overlays.
When it gets too bad i just quick save/quick load. 

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

this is gonna sound really random but did you make any changes to how the bimbo animation camera is handled? During nuka ride i noticed after getting bimbo animations a camera issue where it was too close pretty much 1st person then zoom out a lot when moving. I found an animation fix but only worked when i didnt have a gun out after i updated from .7780 to .7793 i no longer have the problem.

There were several changes. 

The latest iteration starts with camera distance affect  toggle off, MSMA does not touch anything camera distance related anymore if that is on 0. 
cameradistance.thumb.png.68cdeb767cd06914ac0af567544ae0b3.png

Edited by MSM_Alice
Posted
20 minutes ago, MSM_Alice said:

I don' t think there's a viable way to directly control blood decals or smoke/burnt decals from papyrus. They are not normal overlays.
When it gets too bad i just quick save/quick load. 

AI is pretty fun actually

 

AI Overview
 
 
You cannot control the blood overlay in 
Fallout 4 directly with Papyrus scripting. The on-screen blood splatters are a feature of the game's engine and are not exposed to the scripting language for modification or removal via Papyrus. The engine handles how the effect is rendered and cleared automatically. 
While Papyrus cannot script a solution, other modding techniques offer workarounds for controlling blood effects. 
Alternative modding solutions
1. Modify the game's .ini files
You can adjust the behavior of blood decals and other on-screen effects by changing values in your Fallout4.ini or Fallout4Custom.ini files.
  • fDecalLifetime: Adjusts how long blood splatters remain visible on surfaces before fading.
  • iMaxDecalsPerFrame and uMaxDecalCount: Controls the number of decals visible at any given time. 
2. Use console commands
For quick in-game testing, you can use console commands to manage blood splatters: 
  • csb: Clears all on-screen blood splatters.
  • tsb #: Places a number of blood splatters on your screen. 
3. Replace textures with a mod
For a more permanent solution, a mod can replace the default blood overlay textures with empty or transparent files. For example, some mods replace the textures responsible for on-screen wound decals, effectively disabling them. 
4. Install pre-made mods
Many Nexus Mods offer more direct control over blood and gore by:
  • Disabling specific effects: Mods exist that disable the "Bloody Mess" perk's torso explosions or remove dismemberment.
  • Replacing decals: "Enhanced Blood Textures" and similar mods offer customization options, often through an installer, to adjust the appearance and intensity of blood effects. 
What this means for modders
If you want to control blood effects based on in-game events, your Papyrus script would need to trigger a console command via a function like Game.SendConsoleCommand(). However, this is generally not a robust or recommended method for distributing mods, as it depends on the console and can be unreliable. For the most stable and compatible solution, modifying .ini settings or providing custom textures via a mod are the standard approaches. 

Posted
3 hours ago, Yosh36 said:

how do you get access to the 4 magic dildo's? sounds interesting in what they apparently do

The Implant Hotkey has the dildo options - under troublesome stats category I think its called.   Marina gives them to you when you talk to her the first time I believe.

Posted (edited)
52 minutes ago, Mimirue17 said:

The Implant Hotkey has the dildo options - under troublesome stats category I think its called.   Marina gives them to you when you talk to her the first time I believe.

@Yosh36

100% correct. 
In later  versions of the mod she will send you on quests to get them, but right not you just get them at the start. 

Edited by MSM_Alice
Posted
6 hours ago, MSM_Alice said:

There were several changes. 

The latest iteration starts with camera distance affect  toggle off, MSMA does not touch anything camera distance related anymore if that is on 0. 
cameradistance.thumb.png.68cdeb767cd06914ac0af567544ae0b3.png

Thanks for the reply. Im pretty sure i had this turned on but im also thinking i mightve had this problem before from nuka ride because of some camera wonkiness in other cases just not as extreme and updating your mod just happened to fix it somehow lol

 

very cool mod. I was surprised at how much i liked the music being played during situations i look forward to seeing how you shape the story you wanna tell 

Posted (edited)
2 hours ago, hiono said:

Thanks for the reply. Im pretty sure i had this turned on but im also thinking i mightve had this problem before from nuka ride because of some camera wonkiness in other cases just not as extreme and updating your mod just happened to fix it somehow lol

 

 


Could also be that way. 
The way it usually goes is that I  first build something in a way do that it works well for a vanilla-ish set-up, and looks "right" ,  and  when I think "this is just perfect!" almost inevitably there is someone "actually for my set-up that's not right, I use this custom camera, or these cutsom player animations, and this completely messes up my settings" .
So then I usually learn more about that system, re-do the implementation to take into account some other factors, and I keep tweaking so it is " right" in as many situations as possible. 

I am still not happy with the current state 100%, it is usable, but I think it could be better.  
However I do want to have Prelude ( MSMA 1.0) done and polished by the end of November, then I can think about refactoring/redoing some systems with what I have learned in the meantime. Maybe set- up a Ko-fi page and try to get the funds for Elevenlabs voices and whatnot too.

 

I want things to be polished/stable enough so I have no hesitations about enabling that save flow system. That I think another aspect that could make the experience of playing this mod rather special, as it toys with the 4th wall in a way that most mods do not.
 

 

Quote

very cool mod. I was surprised at how much i liked the music being played during situations i look forward to seeing how you shape the story you wanna tell 


Thank you so much! 
There is a TON of time that went into the music side of this. 

If CS is themed on about Human trafficking and whoring about, and NR is about the Porn Movie industry and striptease,  I want MSMA to be about Pop songs and music and maybe fashion (and the darker side of sex and power in that world of vanity) . And yes, Bimbos, dildos and lubes too. 


There will be concerts. the player will be on stage. :)
Magnolia will teach you how to sing in act1.

Edited by MSM_Alice
Posted (edited)
7 hours ago, Mimirue17 said:

Think a saw a way to turn a console command into a chemical that can be put on favorite bar and can include delays if needed so will probably just do that.

Thank you for sharing that, it is important to figure out :)

I did not think about looking up a script extender to run a console command.

You know getting the blood and smoke decals out when going to bimbo limbo actually makes a lot of sense. 
And maybe the napkins could do that too.

 

 

 

But yes now surrendering or not can have strategic weight, and I wanted for it to be a chance to just not surrender and just.. die in combat..if the button is not pressed.
But also some chance for it to happen, because still fear of death... so it is not 100% sure what will happen unless you as the player make a decision and take a bespoke action

 

  •  if you 100% want to surrender, press the button.
  • If you do not want to surrender no matter what, one can turn player as a victim off in Violate ( but maybe I will put that as a MSMA settings too so it is all controlled in one spot/one menu). 

No choice means you roll the dice. As a non bimbo or a lower level bimbo you are more likely to fight to the death, a higher level bimbo more likely to surrender. 

 

The thing is if early on you foolishly walk into a populated super mutant den, the punishment in bimbo limbo might be easier to take, and less corrupting then what surrendering to all the muties in the den would do to one.
There it might be better off to fight to the death, then ask the entities to return you to a safe spot like sanctuary, so you get out of that den that way.  ....so... choices.


Hmmmm....I could also make an evaluation of what the situation was where you died in, and the bimbo limbo punishment could scale up or down to mirror it...
Hmmmm....


I just realized that  when going to bimbo limbo if killed directly , one gets to keep all the items, which is not really correct...
If killed on the battlefield I might have to actually have one of the aggressors steal the items (or at least have an option for that in the menu).

Edited by MSM_Alice

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