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Posted
1 hour ago, Mimirue17 said:

here are the options when dying on the road

 

 

  Reveal hidden contents

 

 


image.thumb.jpeg.b3a25cd898c05a762b4e1c9e9038a66a.jpeg

 
 

 

 

Papyrus.0.log 57.35 kB · 0 downloads

Can you, at the time of showing this menu, check in the console the values of the following two global variables, and let me know what values they are for you? 

  • MSMA_DestinationAvailableNukaRide
  • _NR_Nora
     

as well as the completeness status of
_NukaRide_Audition quest?

Posted (edited)
2 hours ago, Mimirue17 said:

here are the options when dying on the road

 

 

  Reveal hidden contents

 

 


image.thumb.jpeg.b3a25cd898c05a762b4e1c9e9038a66a.jpeg

 
 

 

 

Papyrus.0.log 57.35 kB · 0 downloads

Double checked on my end, and it seems to work: 


 

Untitled.thumb.png.777cefeb85a7cc1b64198da4cd053de0.png

 

If  MSMA_DestinationAvailableNukaRide Global is not 0  and _NR_Nora is 0 (which is normal for a Norita playthrough)  but still you don't have those options in the dialogue:   I think your new game was actually started on an older "reference save"  where a much older MSMA had been started in pre-war mode already, initialized some aspects, and the upgrade didn't force reload the Limbo Tribunal quest from the ESP, it stayed the old version from the old save.  


So if that Global is not on 0, but you don't see the option, it is likely you are on a much older version of the Limbo Tribunal quest that is no longer in the latest MSMA, ESP, just that an instance of it was initialized and survived in your reference savegame. 
That old one does not have the more recent dialogue scene that checks that and gives you the third option.
If that is it, starting a new game from zero probably would fix it, as it would load the proper one from the ESP. 
Or force stopping/resetting and force starting the MSMA_BimboITribunalManager quest, so it gets reloaded, maybe would fix it too without a brand new game.

 

 

If  MSMA_DestinationAvailableNukaRide Global is indeed 0,  then... I don't know how that could happen on a valid NR Norita playthrough... should be impossible. That should be 0 only when either NukaRide itself is not installed at all, OR on the older Nora path (not Norita path) , but before the audition, when you do not yet have access to the apartment. In any other case aside from these two, that value should not be 0.  

 

Also, I noticed now that I was mispelling Prelude as Predule, will have to address that too.

Edited by MSM_Alice
Posted (edited)

And a version where, in that instance, the world "Prelude" is no longer misspelled as "Predule", as it was bugging me now that I noticed it in the screenshot.

MSMA_v0_7926.zip

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

Double checked on my end, and it seems to work: 


 

Untitled.thumb.png.777cefeb85a7cc1b64198da4cd053de0.png

 

If  MSMA_DestinationAvailableNukaRide Global is not 0  and _NR_Nora is 0 (which is normal for a Norita playthrough)  but still you don't have those options in the dialogue:   I think your new game was actually started on an older "reference save"  where a much older MSMA had been started in pre-war mode already, initialized some aspects, and the upgrade didn't force reload the Limbo Tribunal quest from the ESP, it stayed the old version from the old save.  


So if that Global is not on 0, but you don't see the option, it is likely you are on a much older version of the Limbo Tribunal quest that is no longer in the latest MSMA, ESP, just that an instance of it was initialized and survived in your reference savegame. 
That old one does not have the more recent dialogue scene that checks that and gives you the third option.
If that is it, starting a new game from zero probably would fix it, as it would load the proper one from the ESP. 
Or force stopping/resetting and force starting the MSMA_BimboITribunalManager quest, so it gets reloaded, maybe would fix it too without a brand new game.

 

 

If  MSMA_DestinationAvailableNukaRide Global is indeed 0,  then... I don't know how that could happen on a valid NR Norita playthrough... should be impossible. That should be 0 only when either NukaRide itself is not installed at all, OR on the older Nora path (not Norita path) , but before the audition, when you do not yet have access to the apartment. In any other case aside from these two, that value should not be 0.  

 

Also, I noticed now that I was mispelling Prelude as Predule, will have to address that too.

New game started on 7923 just as always with middle option, ran through vault, talked to misty then duke.

 

Will start another new game on 7926 to make sure latest one used.  This is also on NR 6.9.3 and WP 1.14 which are the latest ones.

Edited by Mimirue17
Posted

ok just to test it, I ran the NR Alt Start option (had issues with it loading MSMA on previous attempts) with that option selected on NR install.   With that option 2 things happened vs using the standard middle option on character creation.   

1 - for the 1st time ever the scene with Sofie on the roof actually worked and the player was seated on the roof vs standing partway through the roof! was able to stand up and jump off the roof vs being forced to Fast Travel to the Farm.

2 - chose to die to the rats and bimbo limbo (had to reset all the MCM as for whatever reason the values were all blank) and upon completion there was the 3rd option to go to the Dunmore Farm.

 

so if choosing the Norita route for me - you must select the NR Alt Start option for it work with this mod (as far as Bimbo Limbo check for farm anyways).   The standard middle option worked with Nora route but that is not tested with Bimbo Limbo so might be the same thing (with the Bimbo Limbo apartment option) will test that later when I get time to run a 2nd playthrough on Nora Route as I deleted all my saves.   Just had to wait until everything loaded that pre loads before walking to doorway to choose the options of where to start.

 

Posted (edited)
22 minutes ago, Mimirue17 said:

ok just to test it, I ran the NR Alt Start option (had issues with it loading MSMA on previous attempts) with that option selected on NR install.   With that option 2 things happened vs using the standard middle option on character creation.   

1 - for the 1st time ever the scene with Sofie on the roof actually worked and the player was seated on the roof vs standing partway through the roof! was able to stand up and jump off the roof vs being forced to Fast Travel to the Farm.

2 - chose to die to the rats and bimbo limbo (had to reset all the MCM as for whatever reason the values were all blank) and upon completion there was the 3rd option to go to the Dunmore Farm.

 

so if choosing the Norita route for me - you must select the NR Alt Start option for it work with this mod (as far as Bimbo Limbo check for farm anyways).   The standard middle option worked with Nora route but that is not tested with Bimbo Limbo so might be the same thing (with the Bimbo Limbo apartment option) will test that later when I get time to run a 2nd playthrough on Nora Route as I deleted all my saves.   Just had to wait until everything loaded that pre loads before walking to doorway to choose the options of where to start.

 

Thank you for testing.

Hmmm.... Not sure how Nr Alt Start would do anything different for this particular aspect,  as the checks on Bimbo Limbo exit are done on aspects that should work identically on all paths.

If you encounter any other oddities on return from BimboLimbo, , these are the things to check via the game console 

  • Value of MSMA_DestinationAvailableNukaRide - Global Variable from MSMA Should be 0 if NR is not installed, or still 0 if NR is installed, but there is no valid bed in NR where the player can be sent (player is not Norita so they can't go at the farm, and does not have an apartment in NR yet) in which case no destination dialogue options should be present aside the first two options.  If this variable is  1 or 2  though, then it means you can go to the Farm or the Apartment upon return from Bimbo Limbo.
  • Value of _NR_Nora - Global variable from Nuka Ride: should be 1 when you are playing as Nora,  0 when you are playing as Norita

as well as the completeness status of
_NukaRide_Audition quest 

 

This second one where things worked for you, for sure was a clean start as you had to set all the values in MCM.
The other (where you had values pre-filled in MCM) , might not have had a 100%  clean start, perhaps. Some quests might have been initialized from an older MSMA ESP, causing the oddities, and survived in that savegame as an initialized instance of that quest, even though the .esp itself was then updated.

Edited by MSM_Alice
Posted
10 minutes ago, MSM_Alice said:

Thank you for testing.

Hmmm.... Not sure how Nr Alt Start would do anything different for this particular aspect,  as the checks on Bimbo Limbo exit are done on aspects that should work identically on all paths.

If you encounter any other oddities, these are the things to check via the game console 

  • Value of MSMA_DestinationAvailableNukaRide - Global Variable from MSMA Should be 0 if NR is not installed, or still 0 if NR is installed, but there is no valid bed in NR where the player can be sent (player is not Norita so they can't go at the farm, and does not have an apartment in NR yet) in which case no destination dialogue options should be present aside the first two options.  If this variable is  1 or 2  though, then it means you can go to the Farm or the Apartment upon return from Bimbo Limbo.
  • Value of _NR_Nora - Global variable from Nuka Ride: should be 1 when you are playing as Nora,  0 when you are playing as Norita

as well as the completeness status of
_NukaRide_Audition quest 

 

This second one where things worked for you, for sure was a clean start as you had to set all the values in MCM.
The other (where you had values pre-filled in MCM) , might not have had a 100%  clean start, perhaps. Some quests might have been initialized from an older MSMA ESP, causing the oddities, and survived in that savegame as an initialized instance of that quest, even though the .esp itself was then updated.

I will delete the MCM files each time I run a new game from now on (it only takes a minute or two to reset everything anyways) just to test if this was the case I will start another new game with the middle option and see if it works or if the NR Alt Start was necessary.

Posted

so the 2nd run of Norita using the 2nd entry on character creation also worked on the 2 aspects listed above (it seemed parts of NR had remained along with older versions of MSMA) as I deleted the MCM created in the overwrite folder from the previous test (and older ones as well)

 

there was one difference that I am not sure what the cause was.   During the 1st test the Bimbo Limbo scene ended while on stage 4 of the scene with the SM (the issue I have mentioned earlier with the Wedge scenes not completing if a manual stages scene was called).   On the 2nd test, while called the same animation surprisingly, the message appeared that the tribunal was ending but the scene did not end right away - had to manually advance to the finish stage and it ended immediately.   I will go back and run the 1st one again and see if this is still the case where the timer will override the manual stages, or if it reverts to it normal behavior of stages take precedence over timer.

Posted (edited)
On 10/16/2025 at 1:47 AM, MSM_Alice said:

While in the shack, I could not get them to initiate any dialogue scene,  but all worked fine, including store credit on return from the shack

Possible midgame upgrade issues: Wolfgang still tries to trade in the shack mid-act, will continue  testing. At some point (I suspect when I recruited Cogsworth and he tried to offer craving help) both he and Dogmeat's dialogue menus vanish when I try to select a talk option...but are visible under the ui if I use openactorcontainer or sbm. Sometime after that I also got the silent PC bug, but that's par for FO4. 

 

May have solved the male-receiving issue though, noticed they all had an INVB tag and hunted down the pack, fingers crossed.

 

ETA: "schlong pin cushion" gets cut off with the new voice system...interesting because a; the pause in delivery always felt like that part was adlibbed, and b; I swear there was a version saying "cock pin cushion" and the dumb thought that it's 2 audio files and that break is where it chooses which euphemism to use. 

Edited by JemappelleRedacted
Posted

updated to 7923. Can you no longer do full length scenes while in safe mode? Doing Nuka ride idk if safe mode is not properly turning on but scenes are ending early with the notification all npcs are cooked ending scene. Before the minigame would keep going until scene ended Is this new normal behavior or is something going wrong on my part?

Posted
47 minutes ago, hiono said:

updated to 7923. Can you no longer do full length scenes while in safe mode? Doing Nuka ride idk if safe mode is not properly turning on but scenes are ending early with the notification all npcs are cooked ending scene. Before the minigame would keep going until scene ended Is this new normal behavior or is something going wrong on my part?

There is a MCM option under sexfight where you can set it to auto end if all opponents are cooked or can choose to set it to not autoend.  The default is set to autoend so you will need to change it.

Posted (edited)
1 hour ago, hiono said:

updated to 7923. Can you no longer do full length scenes while in safe mode? Doing Nuka ride idk if safe mode is not properly turning on but scenes are ending early with the notification all npcs are cooked ending scene. Before the minigame would keep going until scene ended Is this new normal behavior or is something going wrong on my part?

At some point, I changed the default setting on AutoCooker from default off on a new game to default on on a new game. 

But you should be able to turn it off at any time.

Just set Orgasm Intensity Autoend on 0 
image.thumb.png.8404c7edbe4c8e84c64f927f0eb93b96.png


Let me know if you can't turn it off.

Edited by MSM_Alice
Posted

  

On 10/12/2025 at 8:01 AM, Mimirue17 said:

Again would need others to test to see it really is an issue at all.

Seems Cookoff now applies to all acts, regardless of start mode and friendly fire status. So far UAPe has ended without progressing to the end of animations, though hitting the endphase does exit the act early. Thanks for the help trying to get UAPe to work, it seems flensing everything not an animation pack got it working, even fixed the silly anims again, so that's nice.

 

21 minutes ago, MSM_Alice said:

AutoCooker from default off

Hmm, did you change the behaviour of punishment disabled acts? You used to not be able to cook someone with punishment off, so Cookoff end only applied on punish-enabled acts and using the last Bimbo Mantra could hamper your prostitution efforts.

 

Addendum to my previous: Coggy/Woofles definitely not MSMA, rolled back to when they were working, haven't spoken to Coggy at all but Woofles started the glitch on his own, possible interaction between Crime and Punishment and/or PVPK. Wolfgang still tries to trade in the shack, Arturo and Solomon ticked over to non-shop hours so need a rerun. Schlong pin cushion still getting cut off. 

Posted (edited)
3 hours ago, JemappelleRedacted said:

  

Seems Cookoff now applies to all acts, regardless of start mode and friendly fire status. So far UAPe has ended without progressing to the end of animations, though hitting the endphase does exit the act early. Thanks for the help trying to get UAPe to work, it seems flensing everything not an animation pack got it working, even fixed the silly anims again, so that's nice.

 

Hmm, did you change the behaviour of punishment disabled acts? You used to not be able to cook someone with punishment off, so Cookoff end only applied on punish-enabled acts and using the last Bimbo Mantra could hamper your prostitution efforts.

 

Addendum to my previous: Coggy/Woofles definitely not MSMA, rolled back to when they were working, haven't spoken to Coggy at all but Woofles started the glitch on his own, possible interaction between Crime and Punishment and/or PVPK. Wolfgang still tries to trade in the shack, Arturo and Solomon ticked over to non-shop hours so need a rerun. Schlong pin cushion still getting cut off. 


Yes, there have been two changes:

 

A. Daze status was introduced ( so one can't really consider there is any " 100% punishment-free" path at all anymore, as even though there is no frenzy paralysis or death, there is still daze. Granted, it is very light  as punishment ( just enables the player to grab items from the inventory), but it is there

B. The heavy-punishment suppressor done via hotkey is indeed done quite differently since a few versions ago
It is now recorded in its own separate status variable that status is only checked by the NPC punishment function at the end (not by anything in the interim).
It is cleaner, more elegant, no longer crosses wires with anything else, as it no longer forcefully toggles the base settings "Enable SexFight Death" to off and "Enable SexFight Paralysis" to off (this is how it worked before), as those, if also changed by something else in parallel, could create conflicts/issues.
Since those two settings stay on, the auto cooker (if enabled in the MCM)  also stays on.
The auto cooker can always be separately disabled from the MCM.

This is what caused the perceived change, though it is not a change to the auto cooker; it is a change to the punishment suppressor method.
 

 

 

Edited by MSM_Alice
Posted (edited)

A pretty big update: 

Writing changelog now ...


It is mostly around non-sexual interaction in charm mode ( from charm and prostitution), and using "safe sexfight" in such intimate but not directly sexual animations.
Using the hugs, cuddles, dances, and kisses from the CHAK animation mod.
Also, all the new music is in.

 

 

 

Edit: See 0.7941 below (also on the main page) 

Edited by MSM_Alice
Posted (edited)

0.7941  (now also on the main page)
Mid-playthrough Update from 0.7918 and up  should be okay, but I always recommend a new playthrough 

If you want to play with the CHAK https://www.nexusmods.com/fallout4/mods/63246  content without starting a new game, make sure you have it installed and active BEFORE deploying this update/upgrade on your existing save. 

 

  • If Player dies while in Power Amor, should now correctly exit it before being whisked away to bimbo limbo. 
  • Corrected a bug around Bimbo infiltration/ bimbo stealth, which was able to be initiated at Bimbo level 0 in certain cases, generating some flow issues, as bimbo infiltration should only be possible at bimbo level 1 and up. It should be sorted out now.
  • For some reason, in the very first AAF scene in a playthrough, the first time where the anchor eyebot for the new free move camera was generated, its speed was 100 times what it should have been normally (this aberration would occur just once, just the first time). Added more checks to address that.
  • Added 11 new music tracks and new play conditions for them (most of them are about non sexual Charm/ Influence)
  • Added a setting to have a minimum AP cost per challenge in regular Sexfight. (Default 1 AP) 
  • Bimboscope now also reveals the amount of Affinity one has with the target NPC.
  • Added an MCM option to allow (or not) any NonSex tagged animations to be used in Sexfight in general,
  • Added a separate option to specifically force-allow the specific NonSex animations from CHAK mod ( https://www.nexusmods.com/fallout4/mods/63246 ) to be used, regardless of whether all other NonSex tagged animations are allowed or not.
  • Added support for kissing, hugging, and dancing AAF animations from CHAK mod,  https://www.nexusmods.com/fallout4/mods/63246 , to be used as an alternative in Charm mode in Charm and Prostitution (as an alternative to engaging in sex for influence, now the player can kiss/hug or dance with the target NPC for influence instead).
    • Added a setting to have a minimum per-challenge AP cost in these NonSexual anims  (default 15 AP) 
    • Added an AP multiplier for challenges cost,  for non-sexual AAF anim. Default is set on 2x.  If too difficult, set it to 1, but it is normal for it to be much harder to defeat the enemies' minds when just kissing and hugging, though. 
    • If engaging in gaining influence via non-sexual anims,  Bimbo corruption stats (CVTs) on success actually go a bit down, not up.
    • If enough affinity is accumulated, any new scene in Charm mode that has a meaningful, intense outcome in SexFight, will make the target NPC gift something to the player (for now, they gift various quantities of Marina Moisturising napkins).
    • Sex Reports should correctly identify non-sexual Charm scenes and non sexual AAF interactions 
    • MSMA should correctly identify these intimate but Non sexual interactions, and correctly refrain from applying juices on skin, inflation, stretching, messing up makeup, hairdo, or other effects that only make sense for penetrative sex). Some effects might still apply (some intimacy-related excitement still happens, albeit at a much lower level than in sexual interactions) 
    • Only the regular AP bar can be used for NonSex challenges in these situations (just like SafeSexFight).  Methods of emergency  AP generation (burning Self-esteem,  Willpower, Bimbo Points, Sex Addiction, or CVT stats) cannot be used for NonSex interactions.
    • Known issue: the sex moans are there, even though they might not make a lot of sense when slow dancing or hugging.  The NPCs' voice lines also sound way too excited about those interactions.
  • Corrected the time length on some QoH voice lines.
  • Successfully edging in SexFight ( that is using the sexfight button outside the context of a valid Sex Challenge (when the player's pleasure is high), will now also decrease the Nymphomania CVT, if done when sex addiction is 0 or close to 0. Before, successfully edging would only reduce Sex Addiction, but there would be no additional benefit if Sex Addiction was already 0. Now there is an additional benefit in the form of Nymphomania CVT reduction.
  • Corrected a few more typos.
  • Vanilla NPC Prostitution customers are now AI-disabled while in the secluded shack, so they don't start accidental dialogue scenes that have nothing to do with MSMA Prostitution. If they do start these dialogues, it is better to ignore them until after returning from the shack.

 



 

Edited by MSM_Alice
Posted

I find that when I got to limbo for the first time, after the conversation with the three aliens I'm stuck. I can turn around and see the supermutant, but I can't move and nothing ever happens.

Posted (edited)
1 hour ago, genericlogin said:

I find that when I got to limbo for the first time, after the conversation with the three aliens I'm stuck. I can turn around and see the supermutant, but I can't move and nothing ever happens.

Hmm.
Specifically, on what version does this happen?
Can you provide a papyrus log?

What event did it bring you to bimbo limbo, and were you in a Power armor?

 

Do you have the required Animation packs installed (Savage Cabbage)?

Edited by MSM_Alice
Posted

Fixed a few more aspects

0.7941, I think good enough for the first page. 

- Bimbo infiltration/ bimbo stealth was able to be initiated at bimbo level 0 in certain cases, which generated some flow issues, as it should only be possible at bimbo level 1 and up.. It should be sorted out now
- For some reason, in the very first AAF scene in a playthrough where the anchor eyebot for the new free move camera was generated, its speed was 100x what it should have been normally ( just the first time).  Added more checks to address that.

MSMA_v0_7941.zip

Posted
1 hour ago, MSM_Alice said:

Hmm.
Specifically, on what version does this happen?
Can you provide a papyrus log?

What event did it bring you to bimbo limbo, and were you in a Power armor?

 

Do you have the required Animation packs installed (Savage Cabbage)?

 

It happens on 0.7941.

I've attached the log.

The event has three aliens tell me that I'm in limbo, that I should be doing what they want, and they're going to give me to a supermutant.

 

I have all the animation packs you listed.

 

 

Papyrus.0.log

Posted

0.7942: Quick patch to address a bug where a NPC charmed in Charm mode would later also grant the Charm-specific reward alongside the prostitution reward, if targeted later in a prostitution act. 

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