MSM_Alice Posted October 3, 2025 Author Posted October 3, 2025 (edited) 38 minutes ago, judge007 said: So 0.7882 had aggro from raiders whenever QOH spoke 0.7883 did not for as far as I tested I completely missed 0.7884 0.7885 has way more aggro from raiders Tested with same loadout without MSMA, aggro gone completely {all three versions} At first I thought it was the PC they were targeting, but on closer inspection it's the ground around PC And the aggro goes away shortly after QOH stops speaking I tried to turn off the setting for the Alt delivery, no change {and the voice doesn't get cropped like before For the heck of it I started a new profile with as few mods as possible, and checked again - still aggro I think this one might be on MSMA Sexfight this time, no offense intended, Do we have to have an invisible/tiny character to deliver these lines? Like, the music doesn't require it does it? Is it a default faction that QOH belongs to? Sorry about such a small issue I am looking into it and will try to have a solution for it in the next update. Normally, in a violate scene, aggressors are added to a temporary "sex faction"for pacification purposes, including the eyebot and QoH, so they should not be attacked by the aggressors. That's why it works for @Mimirue17me and most other users, but probably does not work for you because you are probably using more exotic modded attackers, perhaps? But if there are enemies around who are not considered valid by violate and not added to the sex faction yet, yes those might attack. I even made a Nexus thread Making an invisible entity - Nexus Mods Forums to ask other modders if there's a trick to it, normally if they are set as "ghost"npc shouldn't really engage in fights. There are a number of alternate things suggested there I can try before I decide that's impossible. The ultimate fallback is to use the player entity for delivery instead ( but I need to move her away from the scene first, as the positioning subroutine of keeping her nearby is still on for now every time there's a qoh line, and unfortunately, now that happens even if you chose in the mcm to use the player entity for delivery). Edited October 3, 2025 by MSM_Alice
MSM_Alice Posted October 3, 2025 Author Posted October 3, 2025 (edited) 1 hour ago, judge007 said: So 0.7882 had aggro from raiders whenever QOH spoke 0.7883 did not for as far as I tested I completely missed 0.7884 0.7885 has way more aggro from raiders Tested with same loadout without MSMA, aggro gone completely {all three versions} At first I thought it was the PC they were targeting, but on closer inspection it's the ground around PC And the aggro goes away shortly after QOH stops speaking I tried to turn off the setting for the Alt delivery, no change {and the voice doesn't get cropped like before For the heck of it I started a new profile with as few mods as possible, and checked again - still aggro I think this one might be on MSMA Sexfight this time, no offense intended, Do we have to have an invisible/tiny character to deliver these lines? Like, the music doesn't require it does it? Is it a default faction that QOH belongs to? Sorry about such a small issue Waaaaait got it, mind just defaults to my mod loadout instead of thinking about the larger context. This is not about what hapeens during surrender, but when using mods like TSEX that makes the player raider friendly (but naturally do not do that automatically for any invisible friends) . So this is not about what happens during violate as much as it is about what happens outside of it, most visible of all being scenarios where other mods (not violate) artificially pacify enemies towards the player ( but not towards QoH) . In a perfect world, the fact that QoH has the ghost flag set transparency set to 0 and "ignored by AI/Sandbox" should be enough, but alas, there is a need for more complexity. I'll try more things, including adding QoH to the player faction, just in case those other mods do the elegant thing and pacify those aggro attackers for the entire player faction, and not just the player. @Mimirue17 This actually might be happening to us too during combat, just that since it looks as if the raiders are shooting in the general direction of the player, so you don't notice that it is actually QoH drawing fire. I'll probably set her agility to an insane number and put her into sneak mode too, for good measure. Edited October 3, 2025 by MSM_Alice 1
judge007 Posted October 3, 2025 Posted October 3, 2025 (edited) 24 minutes ago, MSM_Alice said: Waaaaait got it, mind just defaults to my mod loadout instead of thinking about the larger context. This is not about what hapeens during surrender, but when using mods like TSEX that makes the player raider friendly (but naturally do not do that automatically for any invisible friends) . So this is not about what happens during violate as much as it is about what happens outside of it, most visible of all being scenarios where other mods (not violate) artificially pacify enemies towards the player ( but not towards QoH) I'll try more things, including adding QoH to the player faction, just in case those other mods do the elegant thing and pacify those aggro attackers for the entire player faction, and not just the player. @Mimirue17 This actually might be happening to us too during combat, just that since it looks as if the raiders are shooting in the general direction of the player, so you don't notice that it is actually QoH drawing fire. I'll probably set her agility to an insane number and put her into sneak mode too, for good measure. I did remove violate TSEX MCG Sex Harrassment etc (for 0.7885) the only sex activity was initiated through Commonwealth Slavers, and still had the raiders going aggro. It doesn't start at start of AAF Scene but when QOH speaks. I set the values of probability for start, PC orgasm and violator orgasm to 98 so it would occur more often to confirm. MO2s multiple profile setup helps debug these things, so installed was "the Fucking Manual", Commonwealth Slavers MSMA and the new EAP patch Absolute basics, and with MSMA out of the lineup, no aggro Mind you, it's just a little excitement, and is liveable as is. I just thought you might like to figure out why, before your final release. Thanks again for a very entertaining mod! Edit corrected a brainfart statement Edited October 3, 2025 by judge007 old age
MSM_Alice Posted October 3, 2025 Author Posted October 3, 2025 (edited) 9 minutes ago, judge007 said: I did remove violate TSEX MCG Sex Harrassment etc (for 0.7885) the only sex activity was initiated through Commonwealth Slavers, and still had the raiders going aggro. It doesn't start at start of AAF Scene but when QOH speaks. I set the values of probability for start, PC orgasm and violator orgasm to 98 so it would occur more often to confirm. MO2s multiple profile setup helps debug these things, so installed was "the Fucking Manual", Commonwealth Slavers MSMA and the new EAP patch Absolute basics, and with MSMA in the lineup, no aggro Mind you, it's just a little excitement, and is liveable as is. I just thought you might like to figure out why, before your final release. Thanks again for a very entertaining mod! Oh, absolutely, I want to fix it, not before the final release, but ideally before the next release Slavers mod probably makes the player entity raider-friendly, but naturally, it does not do this for QoH. Conceptually, the two paths are not that compatible; in Slavers the player should be rather powerless, and the implant makes them powerful, which is why there's custom code and messages of the slaver's collar interfering with the implant. Maybe it should also interfere with QoH ever appearing if the slaver collar is on. The most elegant solution is to find that "true functional invisibility" solution. That works for ALL mods without the needof custom coding. Edited October 3, 2025 by MSM_Alice
Mimirue17 Posted October 3, 2025 Posted October 3, 2025 (edited) if it helps, just did a 5 round bimbo surrender with the initial raiders outside concord museum. Here is the papyrus for it. Had QoH and 90-90-90 and do not recall her saying anything at start of scenes except for if it was a gangbang then got the 'and another gangbang' or something similiar. There is some serious lag in it as I usually get 3 orgasm comments after I have run away to let them reset. One odd note - doing 5 rounds back to back with 5 raiders - and I never once got even close to a mind break. Thats probably 50ish orgasms in that time - that seems like something is off to me there. I had it also set to not end on cooked status in the mcm - so everyone of those should have gone the entire time. that UAP patch really works with violate also - think the 1st scene in that was a 3 on 1 with the bloatfly group in Sanctuary. Hope this helps edit: This is with a 7883 new game start - with 7885 installed right before this session. NR is installed (and at bottom of right and left pane in MO2), new UAP patch is installed. Works wonders with the strap-on with bones mod (the npc female randomally chooses one to use strap on or dildo) Have not had a single scene not be lined up to this point with it installed! Papyrus.0.log Edited October 3, 2025 by Mimirue17
Mimirue17 Posted October 3, 2025 Posted October 3, 2025 if your curious of my modlist and locked plugin order (right pane of MO2) here are the files. The 1st one is inverted (the 1st files listed are not active - you will will see the seperator), not sure why that is upside down like that. modlist.txt lockedorder.txt 1
judge007 Posted October 3, 2025 Posted October 3, 2025 1 hour ago, MSM_Alice said: Oh, absolutely, I want to fix it, not before the final release, but ideally before the next release Slavers mod probably makes the player entity raider-friendly, but naturally, it does not do this for QoH. Conceptually, the two paths are not that compatible; in Slavers the player should be rather powerless, and the implant makes them powerful, which is why there's custom code and messages of the slaver's collar interfering with the implant. Maybe it should also interfere with QoH ever appearing if the slaver collar is on. The most elegant solution is to find that "true functional invisibility" solution. That works for ALL mods without the needof custom coding. Here's a real off the cuff idea . . . Music can be played without a "character" so . . . Have QOHs "speech" be played as music, maybe????? Just a weird thought I had.
MSM_Alice Posted October 3, 2025 Author Posted October 3, 2025 (edited) 1 hour ago, judge007 said: Here's a real off the cuff idea . . . Music can be played without a "character" so . . . Have QOHs "speech" be played as music, maybe????? Just a weird thought I had. I need it to be dialogue lines for the option of subtitles being on. If QoH delivers key gameplay information, like whether opponents are too tough or not, that needs to be subtitle-able and part of the dialogue system to make sure people see it. Edited October 3, 2025 by MSM_Alice
MSM_Alice Posted October 3, 2025 Author Posted October 3, 2025 1 hour ago, Mimirue17 said: if it helps, just did a 5 round bimbo surrender with the initial raiders outside concord museum. Here is the papyrus for it. Had QoH and 90-90-90 and do not recall her saying anything at start of scenes except for if it was a gangbang then got the 'and another gangbang' or something similiar. There is some serious lag in it as I usually get 3 orgasm comments after I have run away to let them reset. One odd note - doing 5 rounds back to back with 5 raiders - and I never once got even close to a mind break. Thats probably 50ish orgasms in that time - that seems like something is off to me there. I had it also set to not end on cooked status in the mcm - so everyone of those should have gone the entire time. that UAP patch really works with violate also - think the 1st scene in that was a 3 on 1 with the bloatfly group in Sanctuary. Hope this helps edit: This is with a 7883 new game start - with 7885 installed right before this session. NR is installed (and at bottom of right and left pane in MO2), new UAP patch is installed. Works wonders with the strap-on with bones mod (the npc female randomally chooses one to use strap on or dildo) Have not had a single scene not be lined up to this point with it installed! Papyrus.0.log 622.3 kB · 0 downloads I'll do more performance profiling. The new flow, in order not to need a "last round" determination, has to evaluate and update more things in real time, so that on a surprise end everything is evaluated and updated. Did you have any cooked punished NPC, that would mysteriously avoid punishment at the end of the sex scene, ever since using 0.7885? It should never happen again, that's why I modified the entire architecture..
MSM_Alice Posted October 3, 2025 Author Posted October 3, 2025 (edited) 4 hours ago, Mimirue17 said: One odd note - doing 5 rounds back to back with 5 raiders - and I never once got even close to a mind break. Thats probably 50ish orgasms in that time - that seems like something is off to me there. I had it also set to not end on cooked status in the mcm - so everyone of those should have gone the entire time. Papyrus.0.log 622.3 kB · 0 downloads That one might be normal if the enemies are weak; every mindblowing or galactic orgasm you inflict on them allows you to recover some of your sanity. So if you are proficient enough at sexfighting ( answering challenges) and manage to direct more pleasure at them than they can direct at you, they can't mindbreak you. It is a tug of war between you and them, and obviously, you were winning this one. Edited October 3, 2025 by MSM_Alice
MSM_Alice Posted October 3, 2025 Author Posted October 3, 2025 (edited) Someone on Nexus suggested I could make the Pip-Boy talk instead. That's when I remembered Boston Devious helper and its talking bimbo collar, which delivered topics with subtitles. Took a look at its scripts, might use that approach instead ( as the pip boy is not always guaranteed to be present, some mods hide it/unequip it). It spawns a talking static model to deliver the lines instead of a viable actor. VERY similar to what i do, except it spawns a talking static object, and not an actor. I will take a deeper look at how that was set up and will try to do the same. Come to think of it, I could also take a look at how the doctor Amari talks to the player in the mission inside Kellogg's mind, that probably is a good solution too. Edited October 3, 2025 by MSM_Alice
MSM_Alice Posted October 3, 2025 Author Posted October 3, 2025 (edited) Seems Amarivoice in that mission is a Alias Ref pointing to a LOCATION, with a voicetype (not even an actor!). So a Location can talk to you with a voice if filled in an Alias. It is true talks in a scene. but if it talks in a scene probably can also do " say" or " saycustom" . I wonder if you need to be in that location for the location to talk to you, or if it can be just anywhere and it would work. Will test. It wouldn't have occurred to me in a million years that a locationRef can talk to you with a voicetype. Edit:I was misinterpreting what I was seeing in the window above. it is not the location itself that does the talking; that setting it fills the ref with a valid ref from the location, filed using the "AutofillGeneric03" condition-set or something along those lines. Edited October 4, 2025 by MSM_Alice
Mimirue17 Posted October 3, 2025 Posted October 3, 2025 8 hours ago, MSM_Alice said: I'll do more performance profiling. The new flow, in order not to need a "last round" determination, has to evaluate and update more things in real time, so that on a surprise end everything is evaluated and updated. Did you have any cooked punished NPC, that would mysteriously avoid punishment at the end of the sex scene, ever since using 0.7885? It should never happen again, that's why I modified the entire architecture.. There was 1 enemy out of the 25 that seemed to avoid punishment as I had to surrender to him alone while the other 4 were dazed. There was 1 of the 5 that a few times QoH said was above our sexfight ability - and its possible I was unable to cook him if it was a gangbang situation (as I have the setting turned off to end the scene if all NPC are cooked). That is the only time all enemies were not stunned/dazed. For this test I had raised my level to 9 which should have been above all or at least most of the raiders in that initial encounter by the museum. I also believe I had leveled up during this 5 round orgy as I use sex education as a way to level up without ever firing a weapon in most cases. I could retest at a lower level, or higher level if that provides any information for you that is useful. I will also go through the papyrus and find the instance so I can pinpoint it for you - should be easy to find as its the only solo scene with the raiders in there. 1
leetha Posted October 3, 2025 Posted October 3, 2025 (edited) For some reason I can't get ass and breast expansion to work. Any idea what can go wrong? It stays on the same place and it seems on minimal settings. I'm using Fusion Girl body. Edit: seems morph amplifiers doesn't do anything either. Edited October 3, 2025 by leetha
JB. Posted October 3, 2025 Posted October 3, 2025 (edited) 6 hours ago, MSM_Alice said: Seems Amarivoice in that mission is a Alias Ref pointing to a LOCATION, with a voicetype (not even an actor!). So a Location can talk to you with a voice if filled in an Alias. It is true talks in a scene. but if it talks in a scene probably can also do " say" or " saycustom" . I wonder if you need to be in that location for the location to talk to you, or if it can be just anywhere and it would work. Will test. It wouldn't have occurred to me in a million years that a locationRef can talk to you with a voicetype. Wow, that's very interesting. If I had to guess, I'd think Bethesda used a talk activator like they do with the Prydwen ("People of the Commonwealth...") or the Nuka World train ("Por favor, mantengase alejado de las puertas..."). Anyway, for someone who's unfamiliar with video game development, I found it interesting to discover in the scripts that there were definitely multiple teams, all doing things differently. Edited October 3, 2025 by JB. 2
MSM_Alice Posted October 3, 2025 Author Posted October 3, 2025 2 hours ago, leetha said: For some reason I can't get ass and breast expansion to work. Any idea what can go wrong? It stays on the same place and it seems on minimal settings. I'm using Fusion Girl body. Edit: seems morph amplifiers doesn't do anything either. Hmm. I have no idea what would be specific to this mod to get morphs to work, as far as I know, there are no specifics. The exact same steps needed to get morphs to work in any other mod should be all that's needed for them to work here, too. Things like building the morphs in BodySlide and the like. 1
MSM_Alice Posted October 3, 2025 Author Posted October 3, 2025 3 hours ago, Mimirue17 said: There was 1 enemy out of the 25 that seemed to avoid punishment as I had to surrender to him alone while the other 4 were dazed. There was 1 of the 5 that a few times QoH said was above our sexfight ability - and its possible I was unable to cook him if it was a gangbang situation (as I have the setting turned off to end the scene if all NPC are cooked). That is the only time all enemies were not stunned/dazed. For this test I had raised my level to 9 which should have been above all or at least most of the raiders in that initial encounter by the museum. I also believe I had leveled up during this 5 round orgy as I use sex education as a way to level up without ever firing a weapon in most cases. I could retest at a lower level, or higher level if that provides any information for you that is useful. I will also go through the papyrus and find the instance so I can pinpoint it for you - should be easy to find as its the only solo scene with the raiders in there. That might be useful, but if in a scene he was the only one not affected, but the other 4 were affected, it means we're likely okay, the punish function did fire, just that he was too tough. In the older builds when the Last round Determination was buggy, and the punish function didn't fire, then no one would be affected. From what you are saying, it didn't seem to be the case here.
MSM_Alice Posted October 3, 2025 Author Posted October 3, 2025 (edited) 2 hours ago, JB. said: Wow, that's very interesting. If I had to guess, I'd think Bethesda used a talk activator like they do with the Prydwen ("People of the Commonwealth...") or the Nuka World train ("Por favor, mantengase alejado de las puertas..."). Anyway, for someone who's unfamiliar with video game development, I found it interesting to discover in the scripts that there were definitely multiple teams, all doing things differently. Indeed. That would have been another example to look out for, the Prydwen announcer. There's also Fort Hagen when Kellogg talks with you via the PA. I am assuming those are made with triggers, though, which I don't know if they are ideal for my cases. I tested the Doctor Amari route/method, and while it works, it does not generate subtitles if used outside of a scene (when just using say or say custom). So it's not good for my case, if I really want those subtitles, I suppose. In the end, I ended up doing a similar thing with what the old Boston Devious Helper did for their talking bimbo collar, as the systems were already fairly similar, just tha tthey had figured out that they can make a static marker talk, not a real actor. There are some quirks there, too, but I followed their example, and it seems to be all good. And because it is a marker (no longer an actor) and I am not messing with factions, then it should be super compatible with other mods too that play with placing the player in various factions, like Tsex or Raider's Pet or Slavers too. And with scenarios with crazed/frenzied actors ( that would have attacked any actor from any faction, even their own). Cleaning up and hopefully putting a test version up before going to bed. Edited October 3, 2025 by MSM_Alice
MSM_Alice Posted October 3, 2025 Author Posted October 3, 2025 (edited) Okay, here it is 0.7890 test version I didn't have time to do the additional performance profiling and optimisations yet, as figuring this out took a lot of hours and a myriad restarts... but raiders shooting at the QoH entity should be a thing of the past, and voice clarity and subtitles are still there. Slaversl, Raider's pet, Tsex, shouldn't matter. @judge007 In theory, it should work as a mid-game upgrade. Now, of course, there is still the eyebot serving as the alt camera anchor if in the alt AAF cam free cam, but that one should be much less of a problem because: - It is there only once the violate first AAF scene starts, and disappears when it ends. - it is added to the temporary sex faction during violate. - has an additional layer of invisibility now Edited February 19 by MSM_Alice
Mimirue17 Posted October 3, 2025 Posted October 3, 2025 20 minutes ago, MSM_Alice said: Okay, here it is 0.7890 test version I didn't have time to do the additional performance profiling and optimisations yet, as figuring this out took a lot of hours and a myriad restarts... but raiders shooting at the QoH entity should be a thing of the past, and voice clarity and subtitles are still there. Slaversl, Raider's pet, Tsex, shouldn't matter. @judge007 In theory, it should work as a mid-game upgrade. Now, of course, there is still the eyebot serving as the alt camera anchor if in the alt AAF cam free cam, but that one should be much less of a problem because: - It is there only once the violate first AAF scene starts, and disappears when it ends. - it is added to the temporary sex faction during violate. - has an additional layer of invisibility now MSMA_v0_7890.zip 57.94 MB · 0 downloads After work I will run this version through the 5 round raiders camp and let you know of anything that seems odd. 1
judge007 Posted October 4, 2025 Posted October 4, 2025 (edited) 2 hours ago, MSM_Alice said: Okay, here it is 0.7890 test version I didn't have time to do the additional performance profiling and optimisations yet, as figuring this out took a lot of hours and a myriad restarts... but raiders shooting at the QoH entity should be a thing of the past, and voice clarity and subtitles are still there. Slaversl, Raider's pet, Tsex, shouldn't matter. @judge007 In theory, it should work as a mid-game upgrade. Now, of course, there is still the eyebot serving as the alt camera anchor if in the alt AAF cam free cam, but that one should be much less of a problem because: - It is there only once the violate first AAF scene starts, and disappears when it ends. - it is added to the temporary sex faction during violate. - has an additional layer of invisibility now MSMA_v0_7890.zip 57.94 MB · 0 downloads @MSM_Alice Downloading now will test and report The sheer volume of your updates amazes me. Possibly only @JB. comes close! Edited October 4, 2025 by judge007 2
Mimirue17 Posted October 4, 2025 Posted October 4, 2025 (edited) ok initial feedback on 7890 QoH voice is nice - its seems loader and more clear then before. Still a huge issue if you have the frequency set too high - there is a buffer between when she can comment and the triggers appear sooner then that, so it keeps going later and later - it gets so bad that she is still commenting on things that happened in scenes 2 groups ago (notice that every scene is going max distance - no cooked stoppage and not changing animations) I think maybe a max of around 60% should be allowed - I will test it at lower levels as these were at 90 for both orgasms. Not sure non aggressive scenes should be allowed in bimbo surrenders - they play some very wacky animations (3 people in footplay for example) that does not really generate any arousal for you or the others. Have to test this further. found an issue with the 4 dildos - 1st issue the aggro range of using these are impressive. I had gotten slut status so I was using Zen over a street away from the raiders and I aggroed them - they came looking for me and surrender happened. 2nd issue - the 1st time this happened the dildo scene ended and the violate scene proceeded correctly. Next time this happened the Dildo scene was stuck playing and each time a violate scene tried to start it gave an error and aborted. This whole time the zen countdown was going on. This went on for 3 violate tries. The 3rd one worked but was kind of broken - a scene started with a 1 on 1 powerbomb - the animation turned into a 3 person footplay - but only 1 person was issuing challenges. When it ended had another 1 on 1 scene then a 3 on 1. 5 actors were involved total but animations were for 6 (5 1/2 I guess). That messed up mess would be the last part of the papyrus so I wanted to stop there before retrying the test (worked fine for 1st 2 rounds - 3rd round was interrupted dildo scene that worked correctly - 4th round was the messed up chain of events) apparently raider levels are determined each violate session start- that 2nd one 3 of them were well past my level as each one took more then a full ap bar each challenge - used up sex addiction and yes to bimbo level but was never able to answer any challenges when I said yes to that so no effect overall. And of course all 3 of them were in a gangbang scene together....barely managed to stay out of mind break as was in the 3rd warning of it at the end. Papyrus.0.log Edited October 4, 2025 by Mimirue17 1
MSM_Alice Posted October 4, 2025 Author Posted October 4, 2025 (edited) 2 hours ago, Mimirue17 said: ok initial feedback on 7890 QoH voice is nice - its seems loader and more clear then before. Still a huge issue if you have the frequency set too high - there is a buffer between when she can comment and the triggers appear sooner then that, so it keeps going later and later - it gets so bad that she is still commenting on things that happened in scenes 2 groups ago (notice that every scene is going max distance - no cooked stoppage and not changing animations) I think maybe a max of around 60% should be allowed - I will test it at lower levels as these were at 90 for both orgasms. Papyrus.0.log 356.96 kB · 0 downloads Thank you for testing. This is super useful. Indeed, the QoH message enters a queue, and the queue progresses in order. If the triggers are too frequent, just like the notification channel, it can have a large backlog of messages. I could also trim the wait time after each of them starts. I think the wait times now might be slightly longer than the audio itself, so essentially, I could do a better job of trimming the silence at the end. I could also have some form of message pruning, or a smaller buffer overflow limit, for instance, if there are more than three messages in the queue, I could not queue anymore low low-priority ones and call it a day, or flush the message queue at the start of every AAF Scene with the player. ( right now I do it at the start of an AAF scene, but I think I don't flush it for each scene in a violate sequence.. maybe I should Quote Not sure non aggressive scenes should be allowed in bimbo surrenders - they play some very wacky animations (3 people in footplay for example) that does not really generate any arousal for you or the others. Have to test this further. It also depends on the animation packs people have installed. If you have CHALKS installed, you might even start slow-dancing or cuddling. It is all about the algorithm Violate chooses to select anims from the available ones. I just use one of the two options that violate gives me : _ consensualsurrender or - Forcesurrender There's no more granularity other than that. I did leave the MCM option, so you can do all-aggressive if you want it no? Or did I not? If not, I will add it to the MCM. Quote found an issue with the 4 dildos - 1st issue the aggro range of using these are impressive. I had gotten slut status so I was using Zen over a street away from the raiders and I aggroed them - they came looking for me and surrender happened. The four dildos are indeed an impressive size, not really field-friendly equipment as long as the user is not an experienced bimbo. Only higher-level bimbos can refrain from moaning loudly when using them (and so, enjoy a progressively smaller detection range). The higher the level of bimbo, the smaller the range will be. Level 0 or 1, maybe even level 2 bimbos, would do well to only use them in private, at camp, or at least very far away from the enemies, not on the battlefield where the moans can attract unwanted attention. Maybe I'll add some story-based perks /training to allow lower-level bimbos to reduce the detection range, too, but by default, that larger detection range for lower-level bimbos using huge dildos is no accident. Quote 2nd issue - the 1st time this happened the dildo scene ended and the violate scene proceeded correctly. Next time this happened the Dildo scene was stuck playing and each time a violate scene tried to start it gave an error and aborted. This whole time the zen countdown was going on. This went on for 3 violate tries. The 3rd one worked but was kind of broken - a scene started with a 1 on 1 powerbomb - the animation turned into a 3 person footplay - but only 1 person was issuing challenges. When it ended had another 1 on 1 scene then a 3 on 1. 5 actors were involved total but animations were for 6 (5 1/2 I guess). Hmm.. thank you. Will take a look at what happens there. You mentioned you use the prompted autosurrender. Perhaps I should supress the autosurrender system if the combat-entering is requesed when the player is AAF-busy, that might clear out some corner cases. And to force reset the peace bubble and force stop a violate scene in progress/when surprised by an attacker, when using a dildo. Or maybe even more generally... when hit. Now the animations not being enough for all of them or being too many, I have no insight into that... my instinct would be to think it is not MSMA-caused, as that's all Violate-managed at that point. Quote That messed up mess would be the last part of the papyrus so I wanted to stop there before retrying the test (worked fine for 1st 2 rounds - 3rd round was interrupted dildo scene that worked correctly - 4th round was the messed up chain of events) Will definitely take a look at each phase and see what I can infer. Haven't done so yet, but will do for sure, thanks for providing them. Quote apparently raider levels are determined each violate session start- that 2nd one 3 of them were well past my level as each one took more then a full ap bar each challenge - used up sex addiction and yes to bimbo level but was never able to answer any challenges when I said yes to that so no effect overall. And of course all 3 of them were in a gangbang scene together....barely managed to stay out of mind break as was in the 3rd warning of it at the end. It is a bit more complex than just level. "Past your current sexfight skill" warning, or " too tough for us" does not mean they are past your level in the traditional sense; it just means that the current combination of factors made their per-challenge AP cost be more than a reasonable percent of your current AP bar. That per-challenge AP cost determination is dynamically done at the start of each AAF scene and has a lot more inputs than just bimbo level, or vanilla level. Some values, like appearance, are cached at the start and are thus constant per violate scene sequence, but other can vary from one AAF animation to the next one in a violate sequence. Level inputs are likely the same. However some of the changes are possible between sequential scenes with the same group of enemies (and why they might seem touhger the second time around ) 1 - The player's sexual fatigue state (starting a new scene with the same NPCs, can have a different AP cost if you start it fresh vs if you start it after two previous one in a short time). 2. - Starting it at a different looks value can also yield different results. If the violate sequence of scenes actually ended, then a new sequence might start at a different (probably lower) looks value, if you did not apply the beauty ritual. (Dirt on skin, love juices on skin, messed up makeup, messed up hair from the first violate - this can punch particularly hard if you use elaborate hairdos and intense makeup for the larger bonuses they provide when they are right , and do not fix them immediately after violate ends), can matter. Dirty sex mod on default settings can be unforgiving on that, as a gangbang with three enemies can put you to max dirty state in " Get Dirty". This is not scene-to-scene, a Violate sequence of scenes caches and uses the hair, makeup and dirt status that the player had at the very start of the very first scene in that chain, But a second violate sequence, after the first sequence fully ended, will use the NEW updated looks. Good moment for a reminder that it is now posible for the player to apply the beauty upkeep during the post violate peace bubble, without breaking the peace bubble. 3. - If the three were quite different in toughness, like two weaklings and a "boss" and the first time around you got lucky and the group leader was an easy NPC, then the whole group will be easier. If the second time, the "group leader" was the more experienced one, the entire group will be tougher. Multi NPC scenes pick a leader for the sexfight, at random, and that leader can give a bonus (or a malus) to the whole team depending on whether he or she happens to be tough or weak. 4. - There is a 10% chance on each encounter that the leader is "well endowed" and has a schlong size a class above the default for that race, by 1. Now that I think of this, I am realizing I probably should save that in an actor value so the dice is not rolled each time on a certain mob, but just determined once, and saved. 5. If the player changes the SA slut state from what they had previously. 6. If the player changed mindbroken state since the last time 7. If there was sufficient depravity that had caused enough theoretical XP loss the first time, that caused a reference level drop for the player. All that can make the subsequent fight with the same enemies, be tougher than the previous one. Edited October 4, 2025 by MSM_Alice
judge007 Posted October 4, 2025 Posted October 4, 2025 @MSM_Alice I ran through three different profiles and couldn't get the aggro to occur AAF scenes from Sex Harassment, Violate, Hardship, Dangerous Nights and scheduled scenes from Commonwealth Slavers all occurred without a hitch. However, about QOH . . . The voice lines were delivered as per settings, but the timing was off. As in the voice lines were sometimes even playing after the AAF scene was finished. As well, the audio did not synch with the sub-titles. This was with alt delivery selected or not. On the plus side, not once was the audio cropped. Just my $0.02
MSM_Alice Posted October 4, 2025 Author Posted October 4, 2025 (edited) 37 minutes ago, judge007 said: @MSM_Alice I ran through three different profiles and couldn't get the aggro to occur AAF scenes from Sex Harassment, Violate, Hardship, Dangerous Nights and scheduled scenes from Commonwealth Slavers all occurred without a hitch. [snip] The voice lines were delivered as per settings, but the timing was off. As in the voice lines were sometimes even playing after the AAF scene was finished. As well, the audio did not synch with the sub-titles. This was with alt delivery selected or not. On the plus side, not once was the audio cropped. Just my $0.02 Indeed, the QoH messages enter a queue, and the queue progresses in order. If the triggers are too frequent, just like the notification channel, it can have a large backlog of messages, so it takes time for it to empty. I could trim the wait time after each of them starts. I think the wait times now might be slightly longer than the audio itself, so essentially, I could do a better job of trimming the silence at the end. I could also have some form of message pruning, or a smaller buffer overflow limit, for instance, if there are more than three messages in the queue, I could not queue anymore low low-priority ones and call it a day, or flush the message queue at the start of every AAF Scene with the player. ( right now I do it at the start of an AAF scene, but I think I don't flush it for each scene in a violate sequence.. maybe I should. The subtitle stays on during that entire wait (including the bit of extra silence at the end). I am assuming that's what you mean by sync, when the subtitle hangs on, on the screen, for a few extra seconds at the end before disappearing. At the start should 100% be synced, always and forever. The extra silence at the end is a bit of extra padding, but I think I've defaulted most messages for 12 seconds or so of wait time. I could go and look up the sound file length and set up individual wait values. The new system when the delivering agent is not an actor, but a static object with no AI process, does not automatically remove the subtitle when the audio files finishes playing ( that was what the AI process on the proper actor was doing), so I need to do that manually, after a time range from the start of the line, and I haven't had the time to fine-tune the wait ranges for each line yet, so i erred on the side of longer rather than shorter as not to accidentally clip any audio. Those wait times can be done based on the game time clock or on the real-time clock, and the game time waits are not as precise, so they need some safety padding. Edited October 4, 2025 by MSM_Alice 1
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now