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Posted
28 minutes ago, Slip0213 said:

Regarding the tab key:

 

I've scanned the most recent messages and I may have missed a given workaround but here goes.

 

The tab key issue is not exclusive to this mod.  I've experienced this bug going way back (10+ years) even before I discovered adult mods, possibly before I even modded Fallout at all.  I've never found a 100% fix for it but you can try going into your inventory, then your perk tree, then tab all the way out.  It usually fixes the tab key but not always. 

 

If someone already mentioned this, apologies for repeating it.  

 

 


Indeed , same here.
I know it is a "classic" not caused directly by MSMA, but it seems some aspects on orbit camera might exacerbate the frequency with which it triggers.

What I am thinking is   I  might as well add a mappable new key that could serve  as an alt-pip boy key, to use if that "classic" bug did trigger.
Maybe I'll add a custom flashlight too.

The values of love juices volume are internally computed, no other mod has influence on that.

Posted

Tab key issue seems to have been fixed by doing this (from AI Google)

 

Go to Documents\my games\fallout4 and delete the ControlMap_Custom.txt file there, forcing Fallout 4 to generate a new one.

 

Tested on the game I posted earlier and tab key functioned normally, and QoH functions were still present in Violate scene.

 

Posted (edited)
1 hour ago, Mimirue17 said:

Tab key issue seems to have been fixed by doing this (from AI Google)

 

Go to Documents\my games\fallout4 and delete the ControlMap_Custom.txt file there, forcing Fallout 4 to generate a new one.

 

Tested on the game I posted earlier and tab key functioned normally, and QoH functions were still present in Violate scene.

 

 

All I had to do was exit the game and start it up again and reload the save and it fixes itself.  So not sure about this one.

 

Edit: Also I don't have this file.

Edited by dav42
Posted
55 minutes ago, dav42 said:

 

All I had to do was exit the game and start it up again and reload the save and it fixes itself.  So not sure about this one.

 

Edit: Also I don't have this file.

I went and checked after playing in game - it did not recreate it so now I do not have that file either.   But tab key works and Orbit Camera works together now so it worked for me at least.   

There were a few other suggestions like shift+tab twice to open and close the steam overlay which is a known cause of the Tab key now working.   So if someone loses control of the tab key mid gaming session they can try that as well.

Posted
3 minutes ago, Mimirue17 said:

There were a few other suggestions like shift+tab twice to open and close the steam overlay which is a known cause of the Tab key now working.   So if someone loses control of the tab key mid gaming session they can try that as well.

 

Yeah the usual workaround was to bring open the pause menu (IIRC, haven't seen the vanilla tab problem is quite a while), but that doesn't work and as you run more scenes the key loss is progressively worse.  So it's a bit weird this one.

 

My next issue is I seem to be cycling back to limbo after each surrender scene.  I guess that's what you get for f'ing a SMB.  :)   Thought that would jack up my bimbo score.

 

So far this mod is making violate scenes a bit more interesting, still a huge fan of the quest mods, but the SexFight mechanic is a neat idea, also trying to find out how much Limbo mode escalates.  Feels like there are a few TRS/EasyGirl outfits left out, I didn't load this mod with Nuka Ride, so not sure if that makes a difference, because there were a few holes in cycling through some of the outfits.

 

But overall pretty cool idea, had fun with the Sturges Sanctuary quest, and yeah Codsworth.

Posted (edited)
4 hours ago, dav42 said:

 

Yeah the usual workaround was to bring open the pause menu (IIRC, haven't seen the vanilla tab problem is quite a while), but that doesn't work and as you run more scenes the key loss is progressively worse.  So it's a bit weird this one.

 

My next issue is I seem to be cycling back to limbo after each surrender scene.  I guess that's what you get for f'ing a SMB.  :)   Thought that would jack up my bimbo score.

 

So far this mod is making violate scenes a bit more interesting, still a huge fan of the quest mods, but the SexFight mechanic is a neat idea, also trying to find out how much Limbo mode escalates.  Feels like there are a few TRS/EasyGirl outfits left out, I didn't load this mod with Nuka Ride, so not sure if that makes a difference, because there were a few holes in cycling through some of the outfits.

 

But overall pretty cool idea, had fun with the Sturges Sanctuary quest, and yeah Codsworth.

If you look in settings, there's a chance setting that after a failed sexfight, the opponents (the ones who managed to be unaffected) consider you too dangerous to let live given what they see happening with their colleagues.
So they execute you, and that is why post violate you end up in Bimbo Limbo again.

 

If on the last round you see a notification with " "Your cruel enemies inflict a fatal wound on you..." then that's what happened.

You should also see a
"The sentient enemy that has escaped your SexFight charms, has realized how dangerous you are, and has inflicted a fatal wound that sends you to limbo..." popup box, when the post violate pacification ends.
Are you seeing these? 


That chance is affected by sex fame, and other factors, such as having SexFight toggled on in your implant or not ( not just suppressing bad consequences, but SexFight altogether).


Best way to avoid it is to:

  • - just win the sexfight, if you have it on  (usually means to punish more than 80% of opponents), so that the bad post violate consequences don't apply that round.
  • - do not attempt to have sexfight on in the first place (in which case you have just whatever consequence you have set in violate)
  • - if you often fail your sexfight:  attempt to have have low sex fame, to help reduce the chance to 0.  The chance is currently computed by: 
    • - whatever you have set in the MCM menu as a base ( default is I think 40), to which you add 
      •    plus 1% for every point of sex fame above 50
      •   minus 1% for every point of sex fame below 50


 

Maybe I should make it that if the chance slider in on MCM  is on perfect 0, then it never happens, even if you have more than 50% sex fame.
Will make a note of that. 

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

Are you seeing these? 

 

Yes, I am seeing the inflicted fatal wound pop-up before bimbo limbo.

 

Edit: It did seem to stop eventually.

Edited by dav42
Posted (edited)
6 hours ago, dav42 said:

 

Yes, I am seeing the inflicted fatal wound pop-up before bimbo limbo.

 

Edit: It did seem to stop eventually.

You probably eventually started  sexfighting correctly/effectively  :).

Edited by MSM_Alice
Posted (edited)

New a bit experimental version for testing (probably not for the main page!) 
 

0.7844
Big changes: 

  • Most Bimbo Cravings no longer get unlocked and intensified  just based on bimbo level, but it is now based on actually first doing the deed that the craving is for. Your  bimbo level still matters for cravings, but not as before, it serves to limit the max intensity the craving can get to, (no longer  to activate the craving or to make it more intense - those are now done via engaging in that practice). 
    •  A few cravings that have no true "practice" per se (desired chest size, desired butt size , and a few other minor ones) are still based on bimbo level. 
    •  I kind of like it a lot.  feels a lot more consistent logical to not get cravings about gangbangs if gangbangs were avoided like the plague. Or have that craving activate but stay very light if only stumbled on them a few times.
  •  Changed some aspects about orbit camera
    •  no longer deleting the control layer from AAF, letting them stack up   -  unfortunately the odd things with the TAB and the mouse  still occurred for me but.... perhaps not as often? This does not seem to have been the key for solving it
    • Free cam toggle within orbit is now actually still orbit but different, based on a mobile/movable  target/anchor, instead of a static anchor. Can use it to get out of tight spaces like a flycam, but also works with dialogue and subtitles.  It does take a bit of getting used to.

Note: Because this update is about how cravings appear for  a new bimbo, perhaps a new game is best to test that progression. 


Note:2 Do not start a new game normally in prewar as the Vault tech salesman swill still be problematic (unless you know how to skip him with the console setstage) 
Ideally install the mod and start it in post war, before exiting the vault. 


Note3: I did temporarily use the Garden of Eden Papyrus script extender in testing things, but in the end it should not be hard required, I managed to do what I wanted with the invisible eyebot as mobile-orbit-anchor  without it.  Let me know if it seems to require it still.

Please if you have time let me know your thoughts.

MSMA_v0_7844.zip

Edited by MSM_Alice
Posted (edited)

Nice.
It is just a property that can be set on the sounds,  so that the engine knows to dynamically fade their volume bit, if spoken dialogue is happening.

I have also set it for all the sounds I play on sexfight events. 

 

Edited by MSM_Alice
Posted
8 minutes ago, Mimirue17 said:

there is also a violate patch for those that want to use the rest of the Darthroman pack in their sexfight adventures.

 

 

That's pretty versatile.

Hmm so far most mods had homogenous group scenes (usually all participants were one race or at least similar size),
This changes that paradigm a bit, but right now MSMA will still build it statistics and effects based on the race and size of the "leader" in group scenes.
The statistics for Multi race/ multi size group scenes will not be quite correctly tracked, they will all count as the race/size of the group leader. 
A minor limitation but still. 

Posted
7 minutes ago, MSM_Alice said:

That's pretty versatile.

Hmm so far most mods had homogenous group scenes (usually all participants were one race or at least similar size),
This changes that paradigm a bit, but right now MSMA will still build it statistics and effects based on the race and size of the "leader" in group scenes.
The statistics for Multi race/ multi size group scenes will not be quite correctly tracked, they will all count as the race/size of the group leader. 
A minor limitation but still. 

I know it works with radroaches and bloatflies (had multiple scenes with 2 of each during violate scenes - QoH liked that!) but have not tested it with mixed attackers yet.

Posted
3 hours ago, MSM_Alice said:

Free cam toggle within orbit is now actually still orbit but different, based on a mobile/movable  target/anchor, instead of a static anchor. Can use it to get out of tight spaces like a flycam, but also works with dialogue and subtitles.  It does take a bit of getting used to.

 

I'll have to be on the lookout for this with other mods, I thought JB had this working in the Nuka Ride scene when Maxson meets with the Overboss, but it might actually be using a static dialogue cam and not free cam now that I think about it.  I guess this one (need subtitles in free cam) goes into the "I thought we would never need that" bucket for the game engine designers.  :)

 

Posted (edited)
8 hours ago, dav42 said:

 

I'll have to be on the lookout for this with other mods, I thought JB had this working in the Nuka Ride scene when Maxson meets with the Overboss, but it might actually be using a static dialogue cam and not free cam now that I think about it.  I guess this one (need subtitles in free cam) goes into the "I thought we would never need that" bucket for the game engine designers.  :)

 


Indeed, if the only place where dialogues are supposed to work is a special scene, there are a number of ways to make that work without needing all these headaches and any from of free camera movement. A pre determined scene is no problem as :
1. as that scene can be done with a copy of the player model, not the player itself.  The player entity can be fine and dandy aside, invisible,  in its own Dialogue camera mode.

2. as that scene needs no free-cam, it can be designed and filmed with a fixed camera that frames it perfectly

The reason I am tormenting myself with these, with the concept of an AAF "free-ish" camera that still supports subtitles and dialogues, is because I would ideally want this to be applicable in an emergent way to any AAF scenes started by any mod. 


I could also just: 

- leave the original free cam, and accept that QOH will talk audio only and her info will not be visible in writing in subtitles. The player needs to pay attention to the sound or miss out on that info forever. 

- only have dialogue with choices , and that kind of gameplay, in key story scenes that my mods starts and can set-up beforehand, that means by simply not having the player be a part of them logically, but use a body double.  The player is invisible running the actual dialogue  scene nearby, while the body double handles the visuals.
AS much as I prefer to have procedural systems that are correct,  the messed up controls side effects are not only surprising as they have no reason to happen, but are off-putting.
If it turns out all these mysterious problems messing up controls are ... unsolvable. that's what I'll likely end up doing.


I could also do something else. Given how many of the scenes in procedural adventures are actually started by Violate and maybe another mod or two vs any other mod, I could just provide MSMA-customized patches for those mods, so they too start their scenes with a copy of the player instead. 
But given that those popular mods have patches of their own, that might not be compatible with my patch, that further complicates things. 
 

Edited by MSM_Alice
Posted (edited)

With some insight from the AAF Discord, I might have found what was likely increasing the chances of the tab bugs and mouse bugs appearing.

The problem is likely to be  activating "forcethirdperson" while flycam was on, and using that as a method to get out of Flycam.
If I am in a bespoke way turning the flycam off first, and  only then calling  forcethirdperson things should be better. 

 Try this and let me know if now the orbit cam   does not break anything extra anymore :). Maybe I need to add more of a delay or something :)

 

It is true, the ideal path for orbit cam is if there was a way to not activate flycam at all at the start of the AAF scene/anim in the first place (since we don't need it for orbit anyway) but  AAF does not currently have a setting for not starting in flycam mode if the player is involved.
So it has to be accepted that it will be turned on by default by AAF itself at the start, and has then to be turned off by MSMA on anim start.


Just that I know how to turn it off more graciously now, in two steps, not in one move.

(The TAB bugs can still appear mind you because they were there since the start of times, but with the same frequency that they had appeared before MSMA, not increased due to orbit cam in MSMA).

Edit: see version below: 

 

Edited by MSM_Alice
Posted (edited)

Changed the name of the more movable camera mode within orbit mode (movable camera), to prevent confusion with the old flycam, which I am now avoiding as much as I can, as:


flycam on + changes to third person camera done at the same time  =>  mysterious control related bugs that we do not want.

 

This might be actually related to the cause of the original mysterious "sometimes TAB stops working"  bug that existed since forever (since before MSMA existed :)
 

 

 

This is now on the main page too.

Edited by MSM_Alice
Posted
52 minutes ago, MSM_Alice said:

Tested a bunch, didn't get the odd mouse and tab bug to repeat.
I think I can move on with the content :D 

 

Yeah so far so good here, switched it back to the orbit cam or whatever it is and haven't had an issue.  I wonder if AI can throw out some more diverse suggestive subtitles here, my implant doesn't mention anything when I go at it with Deathclaws.  :)

 

Posted (edited)
1 hour ago, dav42 said:

 

Yeah so far so good here, switched it back to the orbit cam or whatever it is and haven't had an issue.  I wonder if AI can throw out some more diverse suggestive subtitles here, my implant doesn't mention anything when I go at it with Deathclaws.  :)

 

Well, those 50-60 lines that I  have in now for QoH would need to become at least ~500 to have enough variations.

 

Will add content to it at the next update.  Eventually, I do want to get to that 500 and more.
Most content will be about human interactions and, at most, former humans (supermutants and non-feral ghouls). Maybe something specific to humanoid synths and human-sized robots like protectrons and mr Handy's.

I might add something to cover the more extreme cases, but really, Deathclaws would be rather shocking even for the Queen of Hearts.

I don't want to trivialize the implications of that. I already feel that perhaps I'm trivializing group sex too much.
 

Edited by MSM_Alice

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