Jump to content

Recommended Posts

Posted
57 minutes ago, MSM_Alice said:

completely invisible

Setscale 0.001 might make them innocuous enough that "visibility" isn't an issue,

 

58 minutes ago, MSM_Alice said:

I like it as it saves another hotkey, the surrender hotke

I take it you'd just call the Violate surrender script and then we drop the Violate keybind? Nice bonus.

 

1 hour ago, MSM_Alice said:

Bimbo-Looted even while alive for a bit

Spycraft 101, very nice! Might need a check for quest items going missing if you take too long, but 1min is not a lot to wander around before needing another sex act. Lots of design space to play with.

Posted
17 minutes ago, Towa_musa said:

i cant seem to be able to switch back to the freecam mode from orbit as i cannot find the option in MCM, does anybody happen to know where i can find it?

image.thumb.png.76e86e5bcb0593d7853d162095870df4.png

Posted
14 hours ago, JemappelleRedacted said:

Might need a check for quest items going missing if you take too long, 

Hmm. 
You mean.... Should I prevent the player from looting quest items?  Perhaps I am not understanding this correctly.
But what if a quest item is precisely what you are there to steal?

Posted (edited)
7 hours ago, MSM_Alice said:

Hmm. 
You mean.... Should I prevent the player from looting quest items?  Perhaps I am not understanding this correctly.
But what if a quest item is precisely what you are there to steal?

The trope tends to play out in 2-3 ways: caught during the theft by the mark, the mark realised ahead of time that theft was the goal and secured the item, and the mark raises the alarm as the spy is trying to escape but they succeed at the last second. Based on the truce mechanism suggested I was thinking the last one, where after the pacify ends the mark may raise the alarm if they realise they've been robbed...this is for a procedurally generated mission though, for a story mission you already know if you want the player caught or making a narrow escape.

 

Edit:

On the topic of espionage, there's so much more you can do with the system if you want to: planting evidence, pillow talk (interrogation, planting false info, inciting the mark or their subordinates), assassination, sabotage, blackmail. Planting a binary toxin gives you options for multiple scenarios, and of course there's always the "I didn't do it, I was sleeping with the boss!". Lots of design space 😎

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

The trope tends to play out in 2-3 ways: caught during the theft by the mark, the mark realised ahead of time that theft was the goal and secured the item, and the mark raises the alarm as the spy is trying to escape but they succeed at the last second. Based on the truce mechanism suggested I was thinking the last one, where after the pacify ends the mark may raise the alarm if they realise they've been robbed...this is for a procedurally generated mission though, for a story mission you already know if you want the player caught or making a narrow escape.

 

Edit:

On the topic of espionage, there's so much more you can do with the system if you want to: planting evidence, pillow talk (interrogation, planting false info, inciting the mark or their subordinates), assassination, sabotage, blackmail. Planting a binary toxin gives you options for multiple scenarios, and of course there's always the "I didn't do it, I was sleeping with the boss!". Lots of design space 😎

Oh yes, I would certainly hope for potential entertaining content, hopefully for several upcoming acts :D. 
But the generalised system here, that I am perhaps fast tracking to prelude ahead of the player's promotion as a spy/agent for Mister SJ's organisation in act1,  would be mostly about
-  passing through in a no-kill way if stealth fails, or
-  solving vanilla fetch quests ( and I really don't want to tinker with their bespoke mission scripts, I fear it will cause more bugs than I can count)  with "retrieve item from dangerous area",  or " place item in dangerous area"  in an alt no-kill way.

One more aspect: The actual quests/stories (which involve the planting of false information, interrogation, assassination, sabotage, and blackmail, and all that) are to be custom-made, not procedurally generated/repeatable.  I fear that if they are procedurally generated, they will eventually feel meaningless. Like tinker's tom's placing of sensors across the commonwealth( MILAs or what they were called) , first three... I got it, after that, it felt like I had been placed on a procedural treadmill.

 

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:

I got it, after that, it felt like I had been placed on a procedural treadmill.

If nothing else, you have an incredible capacity to take inspiration and run with it, so I have no doubt that number will increase significantly! 😉

 

Slightly less inspiring (although, now that I think about it, I'm sure it'd give them ideas...), just had a mutant fight end in a Bound in Public and a Limbo visit at the same time. Teleported to Lexington, stuck on a cross, then teleported to Limbo, ran through the dialogue with a shrunk/missing middle entity, didn't fire the animation but did spawn the mutants, and skipped to the leaving dialogue but I couldn't reply because awol/tiny entity. Papyrus log should be available if you need it.

Posted
11 hours ago, JemappelleRedacted said:

If nothing else, you have an incredible capacity to take inspiration and run with it, so I have no doubt that number will increase significantly! 😉

 

Slightly less inspiring (although, now that I think about it, I'm sure it'd give them ideas...), just had a mutant fight end in a Bound in Public and a Limbo visit at the same time. Teleported to Lexington, stuck on a cross, then teleported to Limbo, ran through the dialogue with a shrunk/missing middle entity, didn't fire the animation but did spawn the mutants, and skipped to the leaving dialogue but I couldn't reply because awol/tiny entity. Papyrus log should be available if you need it.

Hmmm... The truth is I do not check if both of those have fired at the same time, and I can imagine things being off if they occur simultaneously. 
Until I add a check for that, it is best to turn off the critical wound on end. functionality. 

Posted (edited)

Initially, I didn't think I'd have any time for modding this weekend, but I managed to squeeze in almost half a day : 
 

0.7870 - mid gameplay upgrade is, in theory, okay. 

 

- Updated strings for the random bimbo thoughts in the notification channel to be more in line with the paradigm of cravings starting independently of bimbo level now. 
- corrected more typos
- Updated names for the new alt camera settings in the MCM so it is all clearer.  Orbit is now the secondary mode for the Alt AAF camera
- Added configurable speed for the Free movement mode on the Alt AAF camera. 
- moved QoH dialogue line delivery mechanism to be based on a custom invisible entity rather than have the player entity deliver the lines. (They would simply get interrupted too frequently if delivered by the player entity).
- added some extra checks to avoid the Qoh Entity from appearing as a floating head ( not even temporarily) 
issues- Added extra checks for bound in public to cause fewer issues with Bimbo Limbo ( a check is made if the Bound in public quest is running

- Allowed for the contextual implant menu to allow for some burning of CVT to gain willpower while Bound In Public
- Added the BoundInPublic condition to the trestaint manager, so when BoundInPublic, a lot of other activities cannot be initialized

- The "fatal wound" on violate end should not happen now if Bound in Public triggers ( even if enabled in the MCM).
- SexFight button, during vanilla combat, now doubles as a bimbo-surrender button for Violate.
- Added checks if player surrenders using the SexFight button, either on combat start, or soon after combat start, and never equips./raises their gun, that is considered a more favourable type of surrender in regard to enemy opinion.  Enemies (unless freaked out by SexFight punishes applied to their friends),  will treat the player more favourably on a sexfight end, even if the sexfight was not won.  Specifically, there will be a longer pacification duration after the AAF act, no stolen items,  and no chance of a fatal wound being applied on the end (unless - again- the enemies are freaked out by a partial sexfight win-  in that case, the survivors will quickly snap back to reality and see you once again as the danger you are) .   When bimbo surrenders, it is perhaps better to either win the sexfight completely or lose the sexfight completely, as if more than one enemy is sexfight punished, the surviving enemies (if any) will get alarmed.

  A mid-way result means one does not get either the benefits of a full SexFight win, nor the benefits of the total bimbo submit. 

- Added options for several conditions of bimbo auto-surrender on combat start, for those who would want that.
- Added settings related to this bimbo-surrendering

- Beauty routine hotkey can now also be invoked during the Violate pacification duration, too. 
- Refreshed compatibility (in theory at least) with the really old AAF version from Nexus (I was using some newer struct members, exclusive to the new AAF, causing the scripts to no longer compile/ be okay for the really old AAF. Fixed now).


See post below for latest test version: 

 

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

Initially, I didn't think I'd have any time for modding this weekend, but I managed to squeeze in almost half a day : 
 

0.7870 - mid gameplay upgrade is, in theory, okay. 

 

- Updated strings for the random bimbo thoughts in the notification channel to be more in line with the paradigm of cravings starting independently of bimbo level now. 
- corrected more typos
- Updated names for the new alt camera settings in the MCM so it is all clearer.  Orbit is now the secondary mode for the Alt AAF camera
- Added configurable speed for the Free movement mode on the Alt AAF camera. 
- moved QoH dialogue line delivery mechanism to be based on a custom invisible entity rather than have the player entity deliver the lines. (They would simply get interrupted too frequently if delivered by the player entity).
- added some extra checks to avoid the Qoh Entity from appearing as a floating head ( not even temporarily) 
issues- Added extra checks for bound in public to cause fewer issues with Bimbo Limbo ( a check is made if the Bound in public quest is running

- Allowed for the contextual implant menu to allow for some burning of CVT to gain willpower while Bound In Public
- Added the BoundInPublic condition to the trestaint manager, so when BoundInPublic, a lot of other activities cannot be initialized

- The "fatal wound" on violate end should not happen now if Bound in Public triggers ( even if enabled in the MCM).
- SexFight button, during vanilla combat, now doubles as a bimbo-surrender button for Violate.
- Added checks if player surrenders using the SexFight button, either on combat start, or soon after combat start, and never equips./raises their gun, that is considered a more favourable type of surrender in regard to enemy opinion.  Enemies (unless freaked out by SexFight punishes applied to their friends),  will treat the player more favourably on a sexfight end, even if the sexfight was not won.  Specifically, there will be a longer pacification duration after the AAF act, no stolen items,  and no chance of a fatal wound being applied on the end (unless - again- the enemies are freaked out by a partial sexfight win-  in that case, the survivors will quickly snap back to reality and see you once again as the danger you are) .   When bimbo surrenders, it is perhaps better to either win the sexfight completely or lose the sexfight completely, as if more than one enemy is sexfight punished, the surviving enemies (if any) will get alarmed.

  A mid-way result means one does not get either the benefits of a full SexFight win, nor the benefits of the total bimbo submit. 

- Added options for several conditions of bimbo auto-surrender on combat start, for those who would want that.
- Added settings related to this bimbo-surrendering

- Beauty routine hotkey can now also be invoked during the Violate pacification duration, too. 
- Refreshed compatibility (in theory at least) with the really old AAF version from Nexus (I was using some newer struct members, exclusive to the new AAF, causing the scripts to no longer compile/ be okay for the really old AAF. Fixed now).


 

MSMA_v0_7870.zip 57.92 MB · 3 downloads

The test version above has a flow problem if using with autosurrender/prompt-based surrender on combat start.
What happens is if also using frenzy, it will see a new combat start if a frenzied actor aggroes the player again and will attempt to auto resurrender when there's no need. Will deploy an update :D

Edited by MSM_Alice
Posted (edited)

Here is an updated version for testing.

7871

Upgrade should be fine.

 


What happens now is that if the player surrendered at the start using the sexfight key, even if obviously negative consequences like kill or paralyze were turned off,  if an enemy had a a mindblowing or Galactic orgasm,  they are still in a vulnerable dazed state for a bit ( as long as the paralize would have lasted), where they see the player favorably, and in that state the player can still Bimbo-loot (access their inventory)  by targeting them with the crosshairs and pressing the sexfight key once again). 

Because there is an additional state (aside from dead and paralyzed, we also now have dazed) there could be some logic quirks, so I am not putting this on the main page until I test it more thoroughly.

 

Edited by MSM_Alice
Posted (edited)

0.7873, I think this gets close to being good enough for the first page. 


The first version of the Bimbo infiltration infrastructure is almost complete.

Now, also as long as Violate (better said the peace bubble post violate) is in effect, Sexual Harassment approaches  (if SH is installed) are temporarily disabled.  
Added MCM setting for allowing or disallowing aggressive animations on doing this kind of willing surrender for the purpose of infiltration.

MSMA_v0_7873.zip

Edited by MSM_Alice
Posted (edited)

0.7874 on the main page: 
Aggregated finalized changelog ( compared to 0.7862)

 

0.7874 - mid-gameplay upgrade is, in theory, okay.  Some big changes could be a bit experimental.

 

The first version of the Bimbo infiltration infrastructure is almost complete.

  • SexFight button, during vanilla fight/combat, now doubles as a bimbo-surrender button for Violate, with some additional finer points..
    • If the player surrenders to Violate using the SexFight button, either on combat start, or soon after combat start, and never equips./raises their gun, then that is considered a more favourable type of surrender concerning enemy opinion, and they see you didn't really try to kill them (at least not via regular combat).  On such a surrender, enemies will treat the player more favourably on a sexfight end, even if the sexfight was not won by the player.  Specifically,
      • There will be a (configurable) longer pacification duration after the AAF act.
      • no stolen items, 
      • no chance of a fatal wound being inflicted on the end 
      • Essentially, as far as bad player consequences are concerned, the outcome of this surrender would be treated as a "Sexfight win" even in the case it was not in fact a sexfight win.
    • If the player surrendered to Violate via the MSMA sexfight key, then even if after such a surrender, the obviously negative consequences for NPCs like kill or paralyze were turned off,  still any enemy who might have had had a mindblowing or Galactic orgasm, are still in a vulnerable dazed state for a bit after the violation ends (for about as long as the paralysis or frenzy would have lasted had they been enabled). During this time, even though they are not incapacitated in the traditional sense of the word, they are dazed; in that state, in that time window, the player can still Bimbo-loot them (access their inventory)  by targeting them with the crosshairs and pressing the sexfight key once again. 
  • Added options for several conditions of bimbo auto-surrender on combat start, for those who would want that to be done automatically. Can also set it to "Ask me" or " never" 
  • Added MCM settings related to this bimbo-surrendering.
  • As long as Violate (better said the peace bubble post violate) is in effect, Sexual Harassment approaches  (if SH is installed) are temporarily disabled.  
  • Added MCM setting for allowing or disallowing aggressive animations to be picked by Violate on doing this kind of willing surrender, done for infiltration.
  • Updated strings for the random bimbo thoughts in the notification channel to be more in line with the paradigm of cravings starting independently of bimbo level now. 
  • Corrected more typos
  • Updated names for the new alt camera settings in the MCM so it is all clearer.  Orbit is now the secondary mode for the Alt AAF camera
  • Added a setting for the initial camera height in Alt Camera mode.
  • Added configurable speed for the Free camera movement mode on the Alt AAF camera. 
  • moved QoH dialogue line delivery mechanism to be based on a custom invisible entity rather than have the player entity deliver the lines. (They would get interrupted too frequently if delivered by the player entity).
  • added some extra checks to avoid the Qoh Entity from appearing as a floating head (not even temporarily) 
  • QoH lines will now wait for the current dialogue scene to end (if any was in effect)  before being delivered.
  • New Bimbo cravings kickoff can no longer happen in bimbo limbo; they need to wait for the Bimbo Limbo Session to end before they can start.
  • Added extra checks for Bound in Public  mod,  if installed, to cause fewer issues with Bimbo Limbo ( a check is made if the Bound in Public quest is running
  • Allowed for the contextual implant menu to allow for some burning of CVT to gain willpower while Bound In Public
  • Added the BoundInPublic condition to the restraint manager, so when BoundInPublic, a lot of other activities cannot be initialized. 
  • The "fatal wound" on violate end should not happen now if Bound in Public triggers (even if enabled in the MCM).
  • Beauty routine hotkey can now also be invoked during the Violate pacification/ peace bubble duration too.  Should allow for a refresh without invoking the Pip Boy (as opening the Pip Boy makes Violate break the peace bubble) 
  • Refreshed compatibility (in theory at least) with the really old AAF version from Nexus (I was using some newer struct members, exclusive to the new AAF, causing the scripts to no longer compile/ be okay for the really old AAF. Fixed now).

And the older stuff: 
 

- added more voice lines for some parts of the dialogue ( Bimbo Limbo, when visiting for the purpose of restraint removal)  that were unvoiced
- solved a bug in the equipment monitor (nails and piercings), now the player should have her long nails and body piercings, if any, in AAF scenes too, assuming you had equipped them in strict or semi-loose mode.

- Implant menu-> show core stats now also offers details about what type of makeup and hairdo the player is using at the time
- added all this extra info in the big cheat menu too, that had fallen behind.

- solved a bug with make-up status reporting

- Codsworth should now filter out more extreme craving soothing functions,  keeping them inaccessible (until you have done the deed that the extreme soothing is for) 

Edited by MSM_Alice
Posted

So this is not a complaint or a plea for help.

 

If anyone on riding up the elevator at Vault 111, ends up stuck in 1st person view and/or can't access the pip-boy:

 

Open the console and enter "DumpInputEnableLayers"   --- without the quotes

 

The output of that command will include several lines starting with Layer #, take note of the value of #

 

If any of those lines say anything about animation or disabled note the value of the # symbol and type "ResetInputEnableLayer #",  --- again without the quotes and use the     appropriate  number

 

You may have to do this for multiple layers.

 

This should enable 3rd person view and access to the pip-boy.

 

I'm not pointing fingers at this mod, because I have almost 900 mods running. It just seems like this issue happens more with MSMA running.

 

Great mod by the way

Posted
 

So this is not a complaint or a plea for help.

 

If anyone on riding up the elevator at Vault 111, ends up stuck in 1st person view and/or can't access the pip-boy:

 

Open the console and enter "DumpInputEnableLayers"   --- without the quotes

 

The output of that command will include several lines starting with Layer #, take note of the value of #

 

If any of those lines say anything about animation or disabled note the value of the # symbol and type "ResetInputEnableLayer #",  --- again without the quotes and use the     appropriate  number

 

You may have to do this for multiple layers.

 

This should enable 3rd person view and access to the pip-boy.

 

I'm not pointing fingers at this mod, because I have almost 900 mods running. It just seems like this issue happens more with MSMA running.

 

Great mod by the way

Thank you! 
Both for the nice words, the heads-up, and the info 

I do not do anything notable with the InputEnableLayers ( or in general anything notable in the mod) until the exit from the vault,  and the permission to run is asked. I do know that the Vanilla game does add a control layer and locks the player in place while on the elevator.


If you happen upon any consistent or semi-consistent repro steps, that would indicate it has a connection to MSMA, I can take a closer look at scenarios that might do fishy things with the input enable layers.
Was that pre-NG or on NG?

Posted
 

Thank you! 
Both for the nice words, the heads-up, and the info 

I do not do anything notable with the InputEnableLayers ( or in general anything notable in the mod) until the exit from the vault,  and the permission to run is asked. I do know that the Vanilla game does add a control layer and locks the player in place while on the elevator.


If you happen upon any consistent or semi-consistent repro steps, that would indicate it has a connection to MSMA, I can take a closer look at scenarios that might do fishy things with the input enable layers.
Was that pre-NG or on NG?

I'm running preNG

 

It may not be your mod at all. Just every new game (Start Me Up Redux), I exit the vault and can't exit 1st person, talk, use pip-boy, or grab items, sit etc.

 

My mod loadout is rather extreme, Commonwealth Slavers, Nuka Ride, TSEX, Violate, RSE II CSA, MCG

Tales of the Commonwealth, Depravity, Crime and Punishment, Bound in Public, Diamond City Expansion

Red Seat Slavery, Outcasts and Remnants. Along with all the patches and precombines, and modifications to get everything using Fusion Girl and Body Talk.

 

Currently I exited the vault, talked to the mysterious stranger, Talked to QOH, walked over to Duke's corpse and grabbed the Nuka Ride note.

 

Talked to Murphy to use the option to disable Commonwealth Slavers

Talked to Marina to get joy etc.

Saved my game, loaded up Raider Pet and Problems of Survivor.

I'm going to play through Problems of Survivor followed by Nuka Ride.

 

The only thing that's glitchy is the initial exit of Vault 111, and the only common part of the glitch is MSMA. Sometimes when Violate kicks in and the combat continues,

the animation is killed with the current violator, and the same glitch occurs. Again, no evidence to state categorically that MSMA is responsible, but the fix I mentioned works there as well. And I still get the odd occurrence of the QOH's head becoming visible, or the shimmer outline. No big deal there.

 

By the way, your mod really spices things up! I can't wait til it's out of Alpha/Beta!

Posted
 

I have almost 900 mods running.

 

This is why I don't run with 900 mods, you will probably never figure it out without a ton of troubleshooting.  But I can at least attest to it's not this mod, I have a profile with 177 mods and never had a problem with vault exit.

 

The only thing I have had trouble with is KFT devices getting stuck on the player (even after removal, they re-apply), which I just updated to beta 3 (was still using beta 2.4) to see if that resolves it.

Posted
 

 

This is why I don't run with 900 mods, you will probably never figure it out without a ton of troubleshooting.  But I can at least attest to it's not this mod, I have a profile with 177 mods and never had a problem with vault exit.

 

The only thing I have had trouble with is KFT devices getting stuck on the player (even after removal, they re-apply), which I just updated to beta 3 (was still using beta 2.4) to see if that resolves it.


Could be something conjunctural, in the sense that both this mod and another ingredient/mod are needed for some unexpected emergent effects to happen and weirdness to occur.

Posted
 

 

This is why I don't run with 900 mods, you will probably never figure it out without a ton of troubleshooting.  But I can at least attest to it's not this mod, I have a profile with 177 mods and never had a problem with vault exit.

 

The only thing I have had trouble with is KFT devices getting stuck on the player (even after removal, they re-apply), which I just updated to beta 3 (was still using beta 2.4) to see if that resolves it.

This is an issue of having so many mods that have scenes designed to start at exit and mods that probably should never be installed at the same time like problems of the survivor, nuka ride, commonwealth slave, mcg (buggy mess that has long been abandoned) depravity along with others....kind of surprised it doesn't crash to desktop.

Posted (edited)

New test version 0.7880 (live mid-playthrough patch should be okay)
went faster than expected (... even suspiciously so). 

 

Dirty skin support from MSMA for regular dirt and dust on skin (separated from the bio juice system) is now fully compatible (and dynamically detects and integrates) with 
GET DIRTY (take a bath) at Fallout 4 Nexus - Mods and community, and its optional support for 

 

If Get Dirty is installed, then

  • The implant skin cleanliness report correctly reports status derived from Get Dirty, and not the old internal variables.
  • Marina's (rather expensive) moisturising napkins also reset Get Dirty's dirty status when used.


If  Get dirty is not present, MSMA will revert to its own (boring) internal dirty skin implementation.

 

Edited by MSM_Alice
Posted (edited)

Small fix, so that the top dirt intensity value is not capped to 2 in the text report.
Edit: And another small fix to help with Codsworth's craving management function.
Now he shouldn't have to approach you first the first time with the intro, before the SexFight hotkey starts working on him.

 

 

Edited by MSM_Alice
Posted
58 minutes ago, MSM_Alice said:

New test version 0.7880 (live mid-playthrough patch should be okay)
went faster than expected (... even suspiciously so). 

 

Dirty skin support from MSMA for regular dirt and dust on skin (separated from the bio juice system) is now fully compatible (and dynamically detects and integrates) with 
GET DIRTY (take a bath) at Fallout 4 Nexus - Mods and community, and its optional support for 

 

If Get Dirty is installed, then

  • The implant skin cleanliness report correctly reports status derived from Get Dirty, and not the old internal variables.
  • Marina's (rather expensive) moisturising napkins also reset Get Dirty's dirty status when used.


If  Get dirty is not present, MSMA will revert to its own (boring) internal dirty skin implementation.

MSMA_v0_7880.zip 57.93 MB · 1 download

Saw this post when I went looking to see how these would work together, thought it might be helpful

 

Screenshot_20250929_112939_Chrome.jpg

Posted (edited)

Not gonna flood the thread with variants, but I have kept tweaking things for the sake of gameplay. :)

While the infiltration mode works quite okay conceptually,  I wasn't happy with an "Exploit", with the fact that someone could bimbo surrender to infiltrate a base in this " high leniency" mode, but then they could put zero effort into the acts sex themselves, since they knew that we weren't going to get punished anyway on a failed sexfight if it was started this way. 
They would just be able to cut all acts short, make no effort, and they would just be able to go forward  with the infiltration.
That's quite anticlimactic.

So I made it so that even if the Player bimbo surrenders  (with the SexFight key and without a weapon) for the extra leniency, that extra leniency only applies if they at least make a bit of an effort.... allow each encounter to last 30-45 seconds, OR, if not,  to have Amazing orgasms or better created for participants (if duration WAS shorter). 
If neither of those happens, for none of the scenes, then the violate consequences are NOT softened, no matter if the surrender was done in "high leniency" mode or not. 
This feels a lot fairer, feels correct.
 

Edited by MSM_Alice
Posted
13 hours ago, judge007 said:

"DumpInputEnableLayers

diel, then riel also works. saves some time typing out the whole function ;)

 

10 hours ago, judge007 said:

My mod loadout is rather extreme, Commonwealth Slavers, Nuka Ride, TSEX, Violate, RSE II CSA, MCG

Tales of the Commonwealth, Depravity, Crime and Punishment, Bound in Public, Diamond City Expansion

Red Seat Slavery, Outcasts and Remnants. Along with all the patches and precombines, and modifications to get everything using Fusion Girl and Body Talk

What, no Advanced Needs 76? 😜 TotC, MCG, and RSS are the 3 listed that I lack, and even with MCG and RSS there was no issue leaving the vault...as I recall MCG was causing input issues before I added MSMA, but not a consistent issue at game start. Also, somewhere (NR thread I believe) I read a suggestion to let multiple involved mods "cook" for ~30min after stepping off the elevator before trying to do anything to make sure the scripts all get a chance to run out to completion.

 

6 hours ago, Mimirue17 said:

mcg (buggy mess that has long been abandoned)

Honestly, I miss being able to bury permanent corpses...but ditching it has stabilised a lot and freed up a few esp slots, so worth it. Disable and Markfordelete, ho!

 

6 hours ago, MSM_Alice said:

If  Get dirty is not present, MSMA will revert to its own (boring) internal dirty skin implementation

I'll take boring over another esp to diagnose, lol. (He says as he downloads 5-6 new mods from a nexus crawl that started with checking out Get Dirty 🤦‍♂️😅)

 

1 hour ago, MSM_Alice said:

That's quite anticlimactic

Isn't that what the "Naughty, Naughty" comment is for? Seriously, from a debug perspective that gets so annoying but when we hit the point it gets integrated with the Tribunal and/or BBC then we'll see.

 

1 hour ago, MSM_Alice said:

to have Amazing orgasms or better

So...disable consequences first? Or is Paralyse fine, but not Frenzy or Death?

 

13 hours ago, MSM_Alice said:

bimbo auto-surrender

Didn't want to spam since you were busy, but this has been a bit touchy: multiple instances of (popup chosen) successful sexfights ending in bondage, delayed results to the end of pacify, violate lists being cut short, combat restarting mid act and not interrupting violate. Mid game upgrade with Piper and Heather (didn't know she was coded as an extra minion), so I'm still testing. I want to say this should be integrated with Perversions, but that's a discussion for later.

Posted (edited)
6 hours ago, JemappelleRedacted said:

Isn't that what the "Naughty, Naughty" comment is for? Seriously, from a debug perspective that gets so annoying but when we hit the point it gets integrated with the Tribunal and/or BBC then we'll see.

 

Yes, that "Naughty Naughty" message is tracking when "End" is pressed and spawning a message is to let the player know they cancelled an AAF anim too quickly, making it extremely short, within the first 10 seconds or so.

However, on that route, the end Violate punish effects for the player effects are still the normal ones, so no biggie. The player incentive to see the animation through and escape those punishments via proper sexfight still exists.  

But on this  "infiltration" path, they know that punish softening for the player is pretty much a given, so why go through any animation then?

 

 

The thought process is as follows: 
I am thinking here, on the infiltration scenario because the violate end effects /punishment are softened,  and the "lore" is this is done because of the promise of sex, if it turns out that is a "ruse"  (barely any effort/time put in and no remarkable orgasms),  then the promise of softened end effects need not be upheld.
And here I would test against a 30- 45 minimum second threshold, not just 10.  If the player is expecting free passage or special treatment for being "Available," that meant at least 30/45 seconds per scene, OR amazing or mindblowing orgasms (in which case it can be as short as they want). But if neither of those two happens (long enough scene, or high enough quality orgasms), then there's no obligation on the side of the NPCs to keep their side of the bargain either.

 

 

 

Quote

So...disable consequences first? Or is Paralyse fine, but not Frenzy or Death?

No, in the end, I decided to leave consequences on or off to the player's discretion. For now, the enemies, in this mode, are "dumb" and will never put two and two together; they'll never connect that the odd death/frenzy/paralysis happening to their buddies after sex has anything to do with the passing player.

I'll add in though  that you bimbo-kill any paralyzed enemies, I'll make the peace bubble end, and they re-aggro on that scenario, just like if you had opened the pip boy.
Right now though, you can have them on or off; it should not make a difference in this mode, at least for now.  

 

 

 

Quote

Didn't want to spam since you were busy, but this has been a bit touchy: multiple instances of (popup chosen) successful sexfights ending in bondage, delayed results to the end of pacify, violate lists being cut short, combat restarting mid act and not interrupting violate. Mid game upgrade with Piper and Heather (didn't know she was coded as an extra minion), so I'm still testing. I want to say this should be integrated with Perversions, but that's a discussion for later.

I haven't yet tested things with followers in depth (one or two or more.. who is heather and how do I get as an extr aminion? ) but I am suspecting that's where some of it is coming from.. and specifically, it's all caused is a failure in some cases for the early "Last Round" detector that tells me if a Violate round is the last round, before violate itself knows it, . I think that is not working correctly when followers are involved. 

 

When that happens, things are not ideal, as when the Last Round was not determined correctly:
- The NPC punishment is not applied early at the end of the last AAF anim in the Violate sequence, but applied by the failsafe at the end of the peace bubble (and if the peace bubble is now one minute, that takes a long time to happen).
- The bad consequences for the player apply in their unaltered form, as if the sex fight was lost   (all the bad stuff you have toggled in Violate Bound in public, restraints, whatever you have on, all is processed. Nothing is softened).

I need to dig more to see when the "Last round" is not determined, okay, when followers are present.

 

 

 


I am considering perhaps changing the entire flow and the approach there, so there is no need for a pre-emtive "this current round is the last round"  determination at all.

 

New infiltration mode aside, right now, things are on a paradigm of 

"Bad  Event is scheduled to happen on violate end unless it is stopped by the good event before the end of the last round", and this is done overarching way across the entire chain of animation set up by AAF Violate. 
The Good Event is: "  a high enough"  percentage of all violate aggressors becoming affected by sexfight punishes (I have that set at 80% I think now),"  and right now it is only evaluated during the last round, that why it is so important for last round to be evaluated correctly.
 

I could make it so that determination is evaluated in every round, not just the last round.
So that when the last scene hits, known or unknown to me, things are nevertheless determined correctly in relation to "how things should end". 
That's for the " Player punish".

As for the punishing moment of the NPC participants, that would be done not based on "Last round has ended" determined ahead of the fact, but post fact. 
Based on a determination like" Sex scene ended, We are in a violate state,  there';s been X seconds from the end of the last scene involving the player,  now the player is not in a other sex scene,  there is a peace bubble, so one must be in the post peace bubble, and the sex scene chain has actually ended. Fire off the stored NPC punishments". 
 

 

Probably this will be what the next update will be about.

Edited by MSM_Alice

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...