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Posted

A couple thoughts after reading posts here, because again I've been trying to figure out if this is something I'd want to play (more on that in a moment):

 

You love the weapon drop system. That's great. More power to you to have it in your mod and use it in your game, but you've been asked by multiple people for a way to turn it off.

People think it isn't fun.

People don't want their weapons clipping through the floor and being lost forever.

People don't want it blown away by an explosion straight to the stratosphere.

People think it interrupts game flow.

People don't like having to look for their weapon.

People just simply don't like it.

You saying "You need to get into the mindset of a bimbo who doesn't care about it" doesn't address their concerns. That's called rationalizing.

You saying "I'm not open to the idea of making it never happen" doesn't address their concerns. That's called a power trip.

And it's a pity, too, because a simple toggle would've answered everyone's needs (or a slider with a multiplier for the chance to drop weapons that can go down to 0% if you want to be extra fancy).

 

The save-reload thing is something I as someone with nearly two decades of experience with Beth games and their mods would be extremely wary of. To name just one of the infinitude of reasons why it's probably a good idea either not to implement it at all or to implement a toggle for it, savegame corruption.

Something forces the player to lose their progress, and now your mod will punish them on top of that. It is extremely unlikely players will be put in a good mood under such circumstances, and that's just one not that unlikely scenario considering the engine and mods we're dealing with; let's go to your own example:

A player who wants to have two saves, one with maximum bimbo for "fun" and one with minimum bimbo as his "main" save; your system, by your own admission, would punish that. And you did not specify your system would have a toggle, so I can only assume - based on the weapon drop posts - that you wouldn't be open to having one, either.

 

Which brings me to my final point...

It's the cat that decides which cream is tastiest, not the cream.

Yes, you're the modder. You make the mod, and you make it foremost for yourself. You want it to have an identity of its own and the features you like. You also do not wish for it to have features you don't like.

You're absolutely right on all of these points.

However, the best mods are the ones that can be at least partially customized to the player's preferences. Look at Kimmy's Deviously Cursed Loot for Skyrim; every single feature can be customized either with toggles or a slider. Here, you haven't been asked for something nearly this extreme; you've been asked for one single toggle, and the fact you're so ardent in refusing to add it shows me that it isn't about the one toggle at all (indeed, it would've taken you both less time as well as less effort to add it than to write those long posts).

It's about control - your control over the players' games.

 

Like I said, I've been checking in on this topic a good deal since my first comment here and I guess I can finally say this is probably not for me. Shame, too; I like bimbo content.

Oh well. I bid you good luck in your development.

Posted (edited)
2 hours ago, Vaelorian said:

A couple thoughts after reading posts here, because again I've been trying to figure out if this is something I'd want to play (more on that in a moment):

 

You love the weapon drop system. That's great. More power to you to have it in your mod and use it in your game, but you've been asked by multiple people for a way to turn it off.

People think it isn't fun.

People don't want their weapons clipping through the floor and being lost forever.

People don't want it blown away by an explosion straight to the stratosphere.

People think it interrupts game flow.

People don't like having to look for their weapon.

People just simply don't like it.

You saying "You need to get into the mindset of a bimbo who doesn't care about it" doesn't address their concerns. That's called rationalizing.

You saying "I'm not open to the idea of making it never happen" doesn't address their concerns. That's called a power trip.

And it's a pity, too, because a simple toggle would've answered everyone's needs (or a slider with a multiplier for the chance to drop weapons that can go down to 0% if you want to be extra fancy).

 

The save-reload thing is something I as someone with nearly two decades of experience with Beth games and their mods would be extremely wary of. To name just one of the infinitude of reasons why it's probably a good idea either not to implement it at all or to implement a toggle for it, savegame corruption.

Something forces the player to lose their progress, and now your mod will punish them on top of that. It is extremely unlikely players will be put in a good mood under such circumstances, and that's just one not that unlikely scenario considering the engine and mods we're dealing with; let's go to your own example:

A player who wants to have two saves, one with maximum bimbo for "fun" and one with minimum bimbo as his "main" save; your system, by your own admission, would punish that. And you did not specify your system would have a toggle, so I can only assume - based on the weapon drop posts - that you wouldn't be open to having one, either.

 

Which brings me to my final point...

It's the cat that decides which cream is tastiest, not the cream.

Yes, you're the modder. You make the mod, and you make it foremost for yourself. You want it to have an identity of its own and the features you like. You also do not wish for it to have features you don't like.

You're absolutely right on all of these points.

However, the best mods are the ones that can be at least partially customized to the player's preferences. Look at Kimmy's Deviously Cursed Loot for Skyrim; every single feature can be customized either with toggles or a slider. Here, you haven't been asked for something nearly this extreme; you've been asked for one single toggle, and the fact you're so ardent in refusing to add it shows me that it isn't about the one toggle at all (indeed, it would've taken you both less time as well as less effort to add it than to write those long posts).

It's about control - your control over the players' games.

 

Like I said, I've been checking in on this topic a good deal since my first comment here and I guess I can finally say this is probably not for me. Shame, too; I like bimbo content.

Oh well. I bid you good luck in your development.

Hello!
The slider with the weapon drop chance that makes it far less frequent has been in the MCM menu since the start or immediately after and I even asked if the minimum is enough. You seem to think it was never there and its value is not up for discussion, which is surprising.  I am sure there is an infinity of values above 0 which make this feature perfectly okay frequency-wise, while still not being a perfect 0.



That being said this is a mod that started as something I made for me and my own fun first, so the defaults will be for what I think the baseline experience is, and if I have fun when I play it, and so will some others. If I don't enjoy playing the mod myself, and if I think it does not do what it should be doing,  then I'm not going to keep building it.

The save system would take into account different names (and other variables to figure out unique runs), but let me implement a version or two and test it first then release it, and you can also test it and see if your fears are true, before you crucify it based on early assumptions :).  

I can accept not all cats will like what cream I am cooking ( funny analogy because I do have about 10 resident cats in my yard, strictly outdoor :) though), but that's okay, that's life, and part of having more experimental mindset is accepting that not all experiments will be successful :).  At any rate, for the ones who are open to compromise, the slider should be a reasonable compromise for most (and for those who do test the slider let me know if the current minimum gives you enough range). The mission here is, as crazy as it may sound, to squeeze in some art in a very spicy mod, and one of the purposes of art is to comfort the disturbed and disturb the comfortable. I am not aiming for this to be a perfectly smooth, entirely uncontroversial experience.

 


For the ones who think ": the chance to drop my weapon needs to be a perfect 0, any value above a perfect 0 is not acceptable, and I'm not using the mod if I can't configure it EXACTLY as I like",  it is perfectly fine. 
There will be other such aspects in the mod that will be out of direct player control, one of the very themes of the mod is about sometimes NOT having perfect control over what's happening, and the savegame detection feature is again in that direction;   it makes absolute sense that people who for some reason or another do want more control,  would be weary about not being able to rewind missteps with a quick load.  In this case, the mod or the feature is indeed not for them. 


Feedback is always appreciated, and thank you for taking the time to summarize it! 


I''m not trying to win a popularity contest here, I am trying to stay true to a mission.

Edited by MSM_Alice
Posted

Funny enough, I liked that my gun slipped when I went to Concord and the shooting started.  First thing I did was pull the gun off a corpse and thought it was the coolest thing ever xD But yeah, it can be fucked if you have a unique/legendary weapon, or if you have grass mod and even more so if you add to the game physics, that if you're unlucky it goes under the map. 

 

What I understand is that you have a whole planning regarding this functionality, with perks and even weight management, which I think is fantastic. I know I would use it because I don't really have an attachment to my guns. Honestly, I would go for it. The first thing is for you to have fun with it. You owe nothing to anyone and you will gain people who are willing to try new and different things, adapt. 
 

I did have to concede on Nuka Ride. I had a script to get all the weapons out of you both when you first go to Nuka World (the robot didn't want to take the risk) and then another one later on. But people complained and I concluded that, whether you carried weapons or not, it didn't affect the plot, so I removed it. 

Posted (edited)
On 2/11/2025 at 7:16 PM, Olmech said:

 

 

1. With sex fight mechanic, if my character is doing the deed with a friendly, is it okay to end the sex fight with the hotkey or are there consequences for that? Keep seeing the naughty, naughty message pop up when I do end the sex fight. Dont want to kill a friendly just cause theyre in the mood.

 

 

On this topic, I had a bit of time today to fire up the mod dev PC, and I double checked what was the situation, as the SexFight shutdown by hotkey should occur with no ill effects.

It is only the "Naughty Naughty" notification text message that slipped by went out in that situation (pressing End at less than 15 seconds after the start of an AAF SexFight enabled anims, even if using the emergency SexFight Stop).
No actual bad consequences were actually applied on scene end, it was just the notification text message for ending the anim early.

Corrected now, future releases will have this fix.

However now that I take a closer look at the conditions, I am considering having Violate -initiated  scenes be an exception to this (as they are definitely not ever done with friendlies). 

Edited by MSM_Alice
Posted (edited)
On 2/11/2025 at 1:24 AM, Olmech said:

 


@Olmech
Here is an internal version that I cooked mid-week ( not as tested as the weekend ones ), should have XP rewards on SexFight kills, and BimboLevel should give you a bigger bonus when tackling higher level opponents.
Let me know if XP amounts feel correct if you have time.

MSMA_v0_6112.zip

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:

Let me know if XP amounts feel correct if you have time.

 I will. Is it okay to overwrite existing mod or will I need a new game?

Posted
4 hours ago, Olmech said:

 I will. Is it okay to overwrite existing mod or will I need a new game?

Overwriting should be okay, especially if you are on the latest official release. 

Posted (edited)
12 hours ago, not a BT shirt said:

ive got nuka ride installed properly and in the mcm it says that nuka ride is validated installed but when i talk to the beautician lady, i get the pop up saying that nuka ride isnt installed

@not a BT shirt

Thank you!

Hmm... isn't the full sentence that" you are not high enough level for that kind of piercing OR Nuka Ride is not installed", and you just read the last part? 
Give the full context of how and when that happens, so I may look into it.


At any rate, don't worry about it too much,  in the final MSMA, I am moving away from giving the player Nuka Ride clothing assets via Marina,  this is just temporary, I feel that certain items are best obtained normally in the Nuka Ride story perhaps. They will probably work in MSMA too if you get them normally in Nuka ride, just that Marina won't be handing them over to you in the normal MSMA gameplay.
There is a sufficient variety of assets in Absolutely Skimpy Attire and EasyGirl, no worries, you'll have plenty of clothing to increase your appearance score. 


If you do have NR-favored outfits, you still be able to use them:  When I compute your appearance score and if you are wearing what the mod considers "hypersexualized clothing" that boosts your sex-fight-related appearance score,  I validate that both via MSMA-specific keywords, but also based on NukaRide PornStar clothing keywords; both work as validators, so you can wear what you want. 
I also validate them with a temporal lag, so they will matter even if let's say you are in a scene chain run by AAF Violate, but at the very start of the chain you unequip the items, the bonuses will still last to the last scene (even though the items themselves might be unequipped at the very start). 


 

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:

@not a BT shirt

Thank you!

Hmm... isn't the full sentence that" you are not high enough level for that kind of piercing OR Nuka Ride is not installed", and you just read the last part? 
Give the full context of how and when that happens, so I may look into it.


At any rate, don't worry about it too much,  in the final MSMA, I am moving away from giving the player Nuka Ride clothing assets via Marina,  this is just temporary, I feel that certain items are best obtained normally in the Nuka Ride story perhaps. They will probably work in MSMA too if you get them normally in Nuka ride, just that Marina won't be handing them over to you in the normal MSMA gameplay.
There is a sufficient variety of assets in Absolutely Skimpy Attire and EasyGirl, no worries, you'll have plenty of clothing to increase your appearance score. 


If you do have NR-favored outfits, you still be able to use them:  When I compute your appearance score and if you are wearing what the mod considers "hypersexualized clothing" that boosts your sex-fight-related appearance score,  I validate that both via MSMA-specific keywords, but also based on NukaRide PornStar clothing keywords; both work as validators, so you can wear what you want. 
I also validate them with a temporal lag, so they will matter even if let's say you are in a scene chain run by AAF Violate, but at the very start of the chain you unequip the items, the bonuses will still last to the last scene (even though the items themselves might be unequipped at the very start). 


 

sorry for the lack of info, its a strange one, whenever i go to try and buy clothes it says that nuka ride isnt installed but getting the piercings, nails or tats it lets me with no problems

Posted (edited)
47 minutes ago, not a BT shirt said:

sorry for the lack of info, its a strange one, whenever i go to try and buy clothes it says that nuka ride isnt installed but getting the piercings, nails or tats it lets me with no problems

@not a BT shirt
Is the actual error message "ERROR: For now we depend on Nuka Ride clothes, and Nuka Ride seems to not be installed. In the meantime you can use any skimpy clothing.?"
Can you get the tattoos just fine, is it just the clothing that returns an error? (they test the same condition so this is very puzzling if one works and one does not )
If you can provide me the full context it would be great, I can look into it tomorrow. Maybe an error snuck in.
That being said you CAN use *any* skimpy clothing if you have a properly installed SAKR to get some bonuses (just that it is less of a bonus than an NR outfit) 



Long nails and face piercings are 3D meshes from different mods, not from NR.  Simple Nail polish are for now overlays from NR (but I do want to eventually build new ones specific for MSMA)
Body piercings, tattoos, and clothing items are for now from NR / Slave Tats/ Captive Overlays.  

To use the NR clothing the NR plugin has to be loaded (not just  for the art assets to be there in the data folder) 

Edited by MSM_Alice
Posted
2 minutes ago, MSM_Alice said:

@not a BT shirt
Is the actual error message "ERROR: For now we depend on Nuka Ride clothes, and Nuka Ride seems to not be installed. In the meantime you can use any skimpy clothing.?"
Can you get the tattoos just fine, is it just the clothing that returns an error?

i just tried to do tattoos and its inconsistent, i spam the option a few times and it lets me get tattoos, but other than that yeah its just the clothes that gives that message 

Posted (edited)
1 hour ago, not a BT shirt said:

i just tried to do tattoos and its inconsistent, i spam the option a few times and it lets me get tattoos, but other than that yeah its just the clothes that gives that message 

??
@not a BT shirt
Okay, definitely not normal.
Spamming that (the tattoo menu option) should not yield different results :), it should be either allowed, or not allowed, and that's based on a simple local script boolean variable, not on some external property/global that might or might not be initialized or script-linked (so it really shouldn't have different results if tested at different times).

Should be always the same result, as it checks the same local variable. 
If you could confirm the error message string, word-by-word it would be extra helpful, because it would tell me specifically which check fails. 


I'll just assume the Beautician script ( Marina's services)  in your case was initialized at a moment when NR hadn't yet been installed so the "hasNR" boolean variable is set to "False", and then you activated NR after that moment.

In the next version, I will have it re-check that condition on each game load (like the page in the MCM does), rather than do that just once when you start the mod.  I didn't want to do that initially as preparing all these items adds a tiny bit of script load on each game load, and generally, no one removes mods mid-playthrough.
The fact that you can ever skip that check by spamming the menu is a total mystery, in theory, it should not be possible to get two different results by spamming the menu.

What's the update trajectory, what MSMA version you are using, and have you started with it on a clean start, or was it an upgrade from a previous version?
If you start a fresh game, is this error still there?

Edited by MSM_Alice
Posted (edited)

 

Hey all loving this mod so far ... however I apologize if this is part of the mod or has been address in this topic.  I'm using Sex Education "hardcore mode" and after a battle I'll gain exp but then it shoots back down to 0.  I can no longer progress in my level.  I'm not winning the battle however I've not won battles before and I've gained levels.  Is this related to bimbo depravity debt or something else? 

 

 

image.png.9667ddea0e2b421430b0256c2006beeb.pngimage.png.c670e778b5f8a0343955b524d075d0e4.pngimage.png.a827f1a8bfcfba112dcd3276e75bc739.png

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

 

Hey all loving this mod so far ... however I apologize if this is part of the mod or has been address in this topic.  I'm using sex education hardcore mod and after a battle I'll gain exp but then it shoots back down to 0.  I can no longer progress in my level.  I'm not winning the battle however I've not won battles before and I've gained levels.  Is this related to bimbo depravity debt or something else? 

 

 

image.png.9667ddea0e2b421430b0256c2006beeb.pngimage.png.c670e778b5f8a0343955b524d075d0e4.pngimage.png.a827f1a8bfcfba112dcd3276e75bc739.png

@bobsandwich
Hello!
Thank you for playing and providing feedback, and for the nice words!
If at the end of a sex act, you lose XP then yes that is likely related to XP debt you might have accumulated by engaging in very depraved sex acts. 


Things like high headcount gangbangs, many sexual acts in succession while mind-broken, sex act with partners whose shafts are much larger than what's normal for humans, and other such extreme sexual exploits contribute to a depravity score of a sex act. If the depravity score is too high you'll lose XP from the current level, and if that is all gone, you'll start accumulating XP debt. 
Once the XP debt is paid in full you will resume normal leveling.

However, if you continue to engage in acts with high depravity and high intensity without relenting, that kind of debaucherous sexual intensity will make your character forget things;  you will continue to accumulate XP debt via depraved sex acts faster than you accumulate XP, so in a way, you're "sexing your mind away".


The Bimbo  Craving report and/or the most recent sex scene report should hold clues if you have XP debt and if that value is so high to generate a level handicap for you in sexfight.

If in a sex scene though you have SexFight activated, and you do answer most sex fight challenges successfully, a lot ( if not all) of the depravity of that act will be canceled as it was clear to your subconscious mind you were using the depraved sex just to defeat the enemy, and not just for the sake of being debaucherous.

It might be harder to successfully sex-fight enemies if you've already been de-leveled by your XP debt caused by your insatiable thirst for depraved sex acts before,   and now many raiders might have a level advantage on you, so you might have to go back to sex-fighting low-level NPCs for a while until you get back on your feet and clear your XP debt.

When you are just starting out on your bimbo path you have a depravity shield that protects you at first, while you learn the ropes of being a bimbo, but that shield thins out and is chipped away as you advance to ever higher bimbo levels, and starting with bimbo level 2 onwards, there's no more hand holding, you need to take responsibility for you sexual exploits. 

 

Edited by MSM_Alice
Posted
2 minutes ago, MSM_Alice said:

@bobsandwich
Hello!

If at the end of a sex act, you lose XP then yes that is likely related to XP debt you might have accumulated by engaging in very depraved sex acts. 


Things like high headcount gangbangs, many sexual acts in succession while mind-broken, sex act with partners whose shafts are much larger than what's normal for humans, and other such extreme sexual exploits contribute to a depravity score of a sex act. If the depravity score is too high you'll lose XP from the current level, and if that is all gone, you'll start accumulating XP debt. 
Once the XP debt is paid in full you will resume normal leveling.

However, if you continue to engage in acts with high depravity, that will keep  "making your character dummer" you will continue to accumulate xp debt via depraved sex acts faster than you accumulate XP, so in a way, you're "sexing your mind away".

The Bimbo  Craving report and the most recent sex scene report should hold clues if that is the case. 


If in a sex scene though you have SexFight activated, and you do answer most sex fight challenges successfully, a lot ( if not all) of the depravity of that act will be canceled as it was clear to your subconscious mind you were using the depraved sex just to defeat the enemy, and not just for the sake of being debaucherous.
 

 

Makes sense thanks Alice!

Posted
18 hours ago, MSM_Alice said:

??
@not a BT shirt
Okay, definitely not normal.
Spamming that (the tattoo menu option) should not yield different results :), it should be either allowed, or not allowed, and that's based on a simple local script boolean variable, not on some external property/global that might or might not be initialized or script-linked (so it really shouldn't have different results if tested at different times).

Should be always the same result, as it checks the same local variable. 
If you could confirm the error message string, word-by-word it would be extra helpful, because it would tell me specifically which check fails. 


I'll just assume the Beautician script ( Marina's services)  in your case was initialized at a moment when NR hadn't yet been installed so the "hasNR" boolean variable is set to "False", and then you activated NR after that moment.

In the next version, I will have it re-check that condition on each game load (like the page in the MCM does), rather than do that just once when you start the mod.  I didn't want to do that initially as preparing all these items adds a tiny bit of script load on each game load, and generally, no one removes mods mid-playthrough.
The fact that you can ever skip that check by spamming the menu is a total mystery, in theory, it should not be possible to get two different results by spamming the menu.

What's the update trajectory, what MSMA version you are using, and have you started with it on a clean start, or was it an upgrade from a previous version?
If you start a fresh game, is this error still there?

in the end i started a fresh new save (not like it did anyways) but i did a clean reinstall of both nuka ride and this mod and now everything is working as it should be, no more error text boxes, so in the end it was an issue on my end and as per usual the best fix is to do a clean reinstall and start a fresh new game

Posted

I love the bimbofication concept in fallout and always felt that it was a missed opportunity in a dystopian/futuristic setting, looking forward to future updates!

Posted (edited)

Version 0.7001 is live :)

 

 

It has a bunch of improvements ( full list in the changelog on the first page) but what I am most excited about (even though there's no gameplay built with it yet) is the foundational work on the new mechanic that seems to actually work, and actually allows the game to figure out things that have happened to a character that are not necessarily only saved to a save game file (but also in a MCM settings file)
This for now is available for testing and can always be turned off in its MCM page. You will need a new game started on 0.7001 to test it, and you will be asked at the very start if you want to test it or not. 
 

Specifically what does the new " save flow" mechanic do now.
Once you start the mod and once you progress past Marina's dialogues, and you established yourself as a bimbo, if you have the new feature turned on, the mod starts doing the following 

  1. Establishes a consistent identity of a certain bimbo character across all their savegames
  2. Monitors if you load a previous save go too much back in time more than two hours (provides a popup saying that it detected this upon game load) 
  3. Monitors if you load a past save to get out of a difficult sex fight encounter with multiple "enemies" 
  4. Monitors if you load a past save to get out of Depravity/XP debt
  5. Monitors if you load a past save to go back to a lower bimbo level from the higher bimbo level you had in the present. 
  6. Monitors if you load a save to get rid of your current (higher) bio juices loadout and you go to a lower loadout
    All these situations are not seen with a good eye by the extra planar entities, as it seems you are trying to eschew your bimbo duties, and they will intervene to educate you on the error of your ways.

 

If you load a past save because you somehow died in your current save, there should be no problems, the transgressions will be forgiven (though when the mod is done the extra planar entities will usually save you from death at a cost , not totally unlike Sanguine in Sanguine's Debauchery in Skyrim).

Upon detecting these situations right now it the game just offers a popup message on game load, detailing the detected situation, and while in that popup it says that some disciplinary action is needed, it does not do anything/does not apply any disciplinary action yet. 
You can always turn these popups off in MCM if you are done testing.

This also opens some interesting gameplay possibilities, where there could be a quest where you need to do some jumping between strategically made save games to solve it.  For instance you do something in a save, jump in a pit with some deathclaws and are forever stuck there,  that leaves you in a dire situation with no way out,  BUT then because of the new mechanic load an older save (i.e. you travel back in time),  and you can now keep some key aspect/info you acquired in the "no way out" save , and with it then go on a different "time branch", and prevent the bad situation from happening from the start.
I don't know if this is exactly how I am going to use this, but I like the fact that I can use it to make it so that the extra planar entities in the story can "see" to some degree the player using save games to "roll back time", and can react on it, as that blurs a bit the border between the game and the real life.  

 

Edited by MSM_Alice
Posted

Hey! I didn't want to wait until I start a new game so I installed it mid-game. I can't get past misty outside 111, the camera gets stuck on the dialogue after the pop-up windows explain the backstory. 

Posted
4 hours ago, sickisick123 said:

Hey! I didn't want to wait until I start a new game so I installed it mid-game. I can't get past misty outside 111, the camera gets stuck on the dialogue after the pop-up windows explain the backstory. 

@sickisick123
Hmm.... I don't do anything special other than a normal dialogue scene. 

Try this: Go to Misty but don't actually start the dialogue, instead press that Forcetalk button in the [Debug] MCM page dedicated to it then exit the mcm.

Posted
39 minutes ago, MSM_Alice said:

@sickisick123
Hmm.... I don't do anything special other than a normal dialogue scene. 

Try this: Go to Misty but don't actually start the dialogue, instead press that Forcetalk button in the [Debug] MCM page dedicated to it then exit the mcm.

 

this worked, thx! enjoying the mod so far!

Posted (edited)
2 hours ago, sickisick123 said:

 

this worked, thx! enjoying the mod so far!

@sickisick123
Thank you. After you play a bit, if you have feedback please write it here (or on the Discord server)
For instance, if you wish certain gameplay slider default values were higher or lower, if certain aspects should be easier, or more challenging, let me know.

Edited by MSM_Alice
Posted

hello, i was playing with your mods for severals hours and everything looks good.

I intalled the new version and i returned to the girl next to the blue box but when i try to talk to her, a message appear telling me I shouldn't have had access to her and something gose wrong in the installation

Posted (edited)
3 hours ago, chaussure69 said:

hello, i was playing with your mods for severals hours and everything looks good.

I intalled the new version and i returned to the girl next to the blue box but when i try to talk to her, a message appear telling me I shouldn't have had access to her and something gose wrong in the installation


@chaussure69
That is part of the additional checks v0.7 does to ensure that you have started the mod correctly.

It seems that in your playthrough you might have never correctly initialized the mod (never correctly talked with Misty at the vault exit). and maybe were never awarded some of the Bimbo the implant perks required for normal operations.  As a consequence you are also missing a unique game time ID of when that conversation occurred. That specific time combined with other action timestamps are used as a unique identifier for your current Bimbo char (for the save flow feature). Somehow the initial dialogue with Misty means there's a number of things that are probably not proper in your playthrough, or maybe I need to add that in the upgrade scripts. 
 

Either that or in the upgrade function I forgot to set the completion monitoring flag for the initial dialogue, in the particular case  the completion was done on a older version of the mod  (0.6101 or older) which did not have or set that flag, then that later got upgraded to v0.7 mid-playthrough (which does check that flag), then yes that would explain what is happening.

 


It is best to start a new game with v0.7,  and talk with Misty (the Mysterious Scientist) at the start correctly.


If you want to continue with the current playthrough there are two things you can try 
If you never talked with Misty correctly, Go to where Misty should have been  , go in the MCM press that Forcetalk button in the [Debug] MCM page dedicated to it then exit the MCM.

That should force the initial perk award event to trigger.


OR


If you did talk with Misty correctly but did so on an older version of the mod, then just set new the flag manually (and I will add it to the upgrade tasks list too)To do so, go in the game console and check the value of the MSMA_DBG_InitialAwardDone  Global Variable. If its value is 0.0,  manually set it to 1.0.  To do that,  specifically type
Set MSMA_DBG_InitialAwardDone to 1.0
in the game console

Edited by MSM_Alice

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