MSM_Alice Posted February 22, 2025 Author Posted February 22, 2025 (edited) Doing a bit of an overhaul of the outfit system (hopefully will publish a version before the weekend is over). So far I'm having Marina model the outfits for you before you commit, as the menu text does not really tell a story. Maybe I'll use those armors stands from the contraption workshops, we'll see, or a player double rendered as a hologram. What do you think? I am currently using clothing from Absolutely Skimpy Attire and Easygirl mods If you already have preferred clothing that you'd like to use instead, I could also make a "magic chest", where you put some clothing in, press a button, and it makes that particular instance of the equipment into bimboed hypersexualized gear that the mod can recognize. Basically I add some keywords to it, maybe append something at the start of the name (if that's allowed by the engine, so you can know it has been altered). Should add more variety. Edited February 22, 2025 by MSM_Alice 4
MSM_Alice Posted February 23, 2025 Author Posted February 23, 2025 (edited) Marina is no longer modeling these clothes for you, there is a player hologram. I find it much nicer. | 0.7010 is live Added a new, more visual and interactive clothing shopping experience at Marina. Probably piercings, manicure, bodymods and everything will move over to the new experience. To test it, pick " New Clothes Shopping Experience" in the Marina Clothing menu. A hologram of the player will appear on the round holo-pad near the truck, and you can preview the Bimbo outfits in real time with the arrow keys before committing to unlocking/purchasing one (with Page Up). 11 new bimbo outfits (from EasyGirl and Absolutely Skimpy Attire) for the new shopping experience Added some flavor static items near Marina (the big rig that SJ and she use to travel safely through the danger-infested wasteland) A small bugfix in the version upgrade task list from 0.6x to 0.7+ (still, a new game is preferred) Several other small QoL Improvements Edited February 23, 2025 by MSM_Alice 2
Gariele Posted February 23, 2025 Posted February 23, 2025 The mod isnt showing up in MCM for me, Misty will only got through the first three lines then it wont progress any further 1
bobsandwich Posted February 23, 2025 Posted February 23, 2025 1 hour ago, Gariele said: The mod isnt showing up in MCM for me, Misty will only got through the first three lines then it wont progress any further Me too no MCM 1
MSM_Alice Posted February 23, 2025 Author Posted February 23, 2025 (edited) Indeed, there was a pathing problem related to MCM Scripts in my zip file. Will fix in a sec. Edit: done, 0.7010 and 0.7011 should have normal MCM now, and Topic Infos fragments should be back. I knew in my heart I shouldn't have overbid to put together the zip and attempted to release the update at 3 AM. I was putting the needed MCM config file folder in Data\MCM\ instead of Data\MCM\Config\ People who were upgrading were probably fine, people with first installs directly on 0.7010 didn't have the MCM and were missing TopicInfo script fragments because I had forgotten about packing them in too. It is all corrected now. If you started a new game on the old unpatched 7010 install and already talked to Misty when you were missing the dialogue scripts fragments and MCM config files, maybe a new game is in order (or get over it with the Forcetalk option in the MCM, but maybe best restart). @bobsandwich @Gariele Edited February 23, 2025 by MSM_Alice 1
The Zen Posted February 23, 2025 Posted February 23, 2025 This seems interesting. Quick question, is there an option to include/exclude NPC eligibility based on gender (Male/Female/Both)? 1
Olmech Posted February 24, 2025 Posted February 24, 2025 Just so you know, I am on the previous release of this mod just prior to the recent update. Having a problem when in sex fight that I am paralyzing people instead of killing them even though paralyzing is set to FALSE and killing is set to TRUE. Paralyzing should not be possible with those settings correct? They are turning red, not orange. 1
MSM_Alice Posted February 24, 2025 Author Posted February 24, 2025 (edited) 3 hours ago, Olmech said: Just so you know, I am on the previous release of this mod just prior to the recent update. Having a problem when in sex fight that I am paralyzing people instead of killing them even though paralyzing is set to FALSE and killing is set to TRUE. Paralyzing should not be possible with those settings correct? They are turning red, not orange. Hmm indeed. @Olmech What version specifically are you running right now? (it should say in the MCM first page) I haven't tested the "death or nothing" paradigm extensively, but I will look into it. The intent of it is precisely what you mentioned. I always have both toggled on as I have the extra encounters mod installed, so it is tough getting them all to hit the galactic threshold, sometimes for some tougher opponents only paralysis is achievable. On a separate note, would you consider a useful setting for an "Auto end AAF scene if all "enemies" are as good as dead?" toggle? Or is it sufficient that the user can do that in the AAF UI by pressing End, if they want to end early? Edited February 24, 2025 by MSM_Alice
MSM_Alice Posted February 24, 2025 Author Posted February 24, 2025 (edited) 15 hours ago, The Zen said: This seems interesting. Quick question, is there an option to include/exclude NPC eligibility based on gender (Male/Female/Both)? Hello! @The Zen Hmm.. can you elaborate a bit more, I am afraid I don't quite understand. Eligibility on what specifically? - Is it about filtering participants in the AAF scene? (MSMA does not currently start any AAF scenes on its own, it is other mods who decide what AAF scenes start, and who is allowed to participate in them) - Is it about who may issue challenges in SexFight? - Is it about who will be affected by sex fight "punishments"? I suppose I could put a gender filter in SexFight there when I select who can issue challenges and who is affected in the end, but is this the question? Edited February 24, 2025 by MSM_Alice
The Zen Posted February 24, 2025 Posted February 24, 2025 (edited) 7 hours ago, MSM_Alice said: - Is it about filtering participants in the AAF scene? (MSMA does not currently start any AAF scenes on its own, it is other mods who decide what AAF scenes start, and who is allowed to participate in them) - Is it about who may issue challenges in SexFight? - Is it about who will be affected by sex fight "punishments"? More or less all of them? But the second and third are what I was thinking of. Like in the Harassment mod where you pick from a list of Eligible NPCs for the events, and you can choose by gender among other things? Edited February 24, 2025 by The Zen typo
MSM_Alice Posted February 24, 2025 Author Posted February 24, 2025 (edited) 1 hour ago, The Zen said: More or less all of them? But the second and third are what I was thinking of. Like in the Harassment mod where you pick from a list of Eligible NPCs for the events, and you can choose by gender among other things? Understood, and you'd realistically want separate granular settings for each (who is able to sex-challenge, and who is affected for punishments), or just one setting for both events? @The Zen Edited February 24, 2025 by MSM_Alice
Olmech Posted February 24, 2025 Posted February 24, 2025 12 hours ago, MSM_Alice said: Hmm indeed. @Olmech What version specifically are you running right now? (it should say in the MCM first page) I haven't tested the "death or nothing" paradigm extensively, but I will look into it. The intent of it is precisely what you mentioned. I always have both toggled on as I have the extra encounters mod installed, so it is tough getting them all to hit the galactic threshold, sometimes for some tougher opponents only paralysis is achievable. On a separate note, would you consider a useful setting for an "Auto end AAF scene if all "enemies" are as good as dead?" toggle? Or is it sufficient that the user can do that in the AAF UI by pressing End, if they want to end early? Ill check MCM when I get home but yes, very much want the ability to kill only. Have no use for paralyzed Raiders.
Sweettits Posted February 25, 2025 Posted February 25, 2025 Hi, Just out of curiosity, how do I get the MCM to show up? Did I miss something? thanks. I have the newest ver.
MSM_Alice Posted February 25, 2025 Author Posted February 25, 2025 (edited) 5 hours ago, Sweettits said: Hi, Just out of curiosity, how do I get the MCM to show up? Did I miss something? thanks. I have the newest ver. Hello! Assuming by latest version you mean 0.7011, it should show up normally. In your final fallout4 data folder, if you explore it, do you have a Data\MCM\Config\MSMA_Sexual_Journey\config.json Data\MCM\Config\MSMA_Sexual_Journey\keybinds.json and a Data\MCM\Config\MSMA_Sexual_Journey\settings.ini Can you share what those files look like? Edit: Just re-tested now with Mod Organizer 2 and 0.7011, the MCM should appear normally. There was a time window of about 10 hours this past weekend when I released 0.7010 when these files were being misplaced in Data\MCM\MSMA_Sexual_Journey\ instead of the correct Data\MCM\Config\MSMA_Sexual_Journey\ But that has since been corrected. If you happened to download the mod exactly then and haven't updated since you won't see the mcm. Edited February 25, 2025 by MSM_Alice
Olmech Posted February 25, 2025 Posted February 25, 2025 On 2/24/2025 at 4:40 AM, MSM_Alice said: I haven't tested the "death or nothing" paradigm extensively, but I will look into it. The intent of it is precisely what you mentioned. I always have both toggled on as I have the extra encounters mod installed, so it is tough getting them all to hit the galactic threshold, sometimes for some tougher opponents only paralysis is achievable. I found the problem. There is a setting in MCM that allows for killing all the time even in non-con scenes. That did the trick. 1
H Bof Posted February 26, 2025 Posted February 26, 2025 (edited) Wow this looks really promising! I've been dreading the day I have to go back an re-set up my F4 modlist especially after the "next-gen" update, but this mod might just push me over the edge to get around to doing it. I'll be keeping a close eye on this best of luck in its development! One suggestion I might add, and maybe it's already addressed since I can't try it myself until I fix my F4, for the multiple ideas you seem to have of the mod "reacting" to player settings and subtly messing with them it might be beneficial to notify the player that the mod will purposefully do some funky stuff under the hood. I definitely like the ideas, but I can also see the potential of a lot of people reporting bugs that are not in fact bugs. You probably don't need to directly say what the mod will do to mess with the player if you want to keep it a surprise, but maybe just a message when the mod starts that tells the player they might get messed with a bit. Edited February 26, 2025 by H Bof 2
MSM_Alice Posted February 26, 2025 Author Posted February 26, 2025 (edited) 16 hours ago, H Bof said: Wow this looks really promising! I've been dreading the day I have to go back an re-set up my F4 modlist especially after the "next-gen" update, but this mod might just push me over the edge to get around to doing it. I'll be keeping a close eye on this best of luck in its development! One suggestion I might add, and maybe it's already addressed since I can't try it myself until I fix my F4, for the multiple ideas you seem to have of the mod "reacting" to player settings and subtly messing with them it might be beneficial to notify the player that the mod will purposefully do some funky stuff under the hood. I definitely like the ideas, but I can also see the potential of a lot of people reporting bugs that are not in fact bugs. You probably don't need to directly say what the mod will do to mess with the player if you want to keep it a surprise, but maybe just a message when the mod starts that tells the player they might get messed with a bit. @H Bof It does indeed notify you of this at the start. You will be able to opt out of it. While it does support NG, It does not require a NG build, should work on the pre-NG update too (even with the old pre-NG AAF, which was still using the doppelganger for the player). Actually, I am doing the main development on pre NG, and testing on the NG update at the end. Edited February 26, 2025 by MSM_Alice 2
Sweettits Posted February 26, 2025 Posted February 26, 2025 On 2/25/2025 at 12:33 AM, MSM_Alice said: Hello! Assuming by latest version you mean 0.7011, it should show up normally. In your final fallout4 data folder, if you explore it, do you have a Data\MCM\Config\MSMA_Sexual_Journey\config.json Data\MCM\Config\MSMA_Sexual_Journey\keybinds.json and a Data\MCM\Config\MSMA_Sexual_Journey\settings.ini Can you share what those files look like? Edit: Just re-tested now with Mod Organizer 2 and 0.7011, the MCM should appear normally. There was a time window of about 10 hours this past weekend when I released 0.7010 when these files were being misplaced in Data\MCM\MSMA_Sexual_Journey\ instead of the correct Data\MCM\Config\MSMA_Sexual_Journey\ But that has since been corrected. If you happened to download the mod exactly then and haven't updated since you won't see the mcm. indeed it was the older version, now it is working. I did have a comment on the mini game though., some of us use a controller instead of the mouse/keyboard. Would be nice if the binding was possible to the controller function. But having fun turning my sausage hound into a bimbo though.
The Zen Posted February 27, 2025 Posted February 27, 2025 (edited) On 2/24/2025 at 9:27 PM, MSM_Alice said: Understood, and you'd realistically want separate granular settings for each (who is able to sex-challenge, and who is affected for punishments), or just one setting for both events? @The Zen Honestly, a basic 'who is eligible to participate' would be more than enough for me if it applied to everything. Thanks for the reply, and sorry for the late reply. Didn't have time to check the site. Edited February 27, 2025 by The Zen
H Bof Posted February 27, 2025 Posted February 27, 2025 (edited) I managed to get my old mod list working since I was able to just downpatch before NG update so I could try the mod out. It looks like when I press the hotkey to see any sort of the stat windows they appear much larger than they should be and go off-screen so I cant clear them. Would you know what could be causing this? Screenshot in the spoiler: Spoiler Edit: I found the problem! My Esp Explorer was overwriting my Confirm Boxes in MO. I'll leave this here in case anyone else has the same issue. I did have to close the game with task manager since I couldn't get out of the stat screen or load an older save. When I loaded back in I got the message saying how the mod detected how it looked like I was trying to avoid a consequence from a "future" save. I like the idea of this but I'll leave it up to you if when the feature is fully implemented on whether or not there should be a confirmation to actually apply the consequence for situations like this where it's more of a user error or bug that might cause reverting saves. Or just Fallout being Fallout and crashing lol. Edited February 27, 2025 by H Bof
MSM_Alice Posted February 27, 2025 Author Posted February 27, 2025 (edited) 7 hours ago, Sweettits said: indeed it was the older version, now it is working. I did have a comment on the mini game though., some of us use a controller instead of the mouse/keyboard. Would be nice if the binding was possible to the controller function. But having fun turning my sausage hound into a bimbo though. Hmm. I am using the MCM hotkey system to do that. Is that not controller-mappable? (assuming not since you are asking this) Do you know of any mods who do have controller mappable buttons,, so I may investigate how they did it? Edited February 27, 2025 by MSM_Alice
MSM_Alice Posted February 27, 2025 Author Posted February 27, 2025 1 hour ago, H Bof said: I managed to get my old mod list working since I was able to just downpatch before NG update so I could try the mod out. It looks like when I press the hotkey to see any sort of the stat windows they appear much larger than they should be and go off-screen so I cant clear them. Would you know what could be causing this? Screenshot in the spoiler: Hide contents Edit: I found the problem! My Esp Explorer was overwriting my Confirm Boxes in MO. I'll leave this here in case anyone else has the same issue. I did have to close the game with task manager since I couldn't get out of the stat screen or load an older save. When I loaded back in I got the message saying how the mod detected how it looked like I was trying to avoid a consequence from a "future" save. I like the idea of this but I'll leave it up to you if when the feature is fully implemented on whether or not there should be a confirmation to actually apply the consequence for situations like this where it's more of a user error or bug that might cause reverting saves. Or just Fallout being Fallout and crashing lol. Yes Confirm Boxes is needed to format that better. Enter or E should also close any windows that are larger than the screen, if Confirm boxes is not installed. Maybe I should give up on the verbose reports, or split them in 3 consecutive windows instead of two. It felt important (especially during development) to offer details about all events that are being tracked and what the mod thinks is happening so I can figure out if all the systems are indeed working. Either that or is my mental condition who pushes me to think that once I do open my mouth and start going on a topic, all must be explained in detail. And if it is not enough sure more explanation and more details will fix it. I get stuck in this mode where more and better explanations will " for sure" clarify any misunderstanding. On the loading an older save, indeed that likely triggered the "player trying to roll back the results of a recent sex encounter condition" detector, the system thought you went through a sexfight whose outcome didn't please you and you were loading a previous save to reroll it. These punishments won't be meaningful if their trigger occurs seldom enough, only if they get more and more frequent will they get meaningful. but even then they will be in the spirit of the mod and potentially even on the humorous side. Indeed right now that does not do anything yet, just those popups that you can turn off in the MCM
H Bof Posted February 27, 2025 Posted February 27, 2025 11 minutes ago, MSM_Alice said: It felt important (especially during development) to offer details about all events that are being tracked and what the mod thinks is happening so I can figure out if all the systems are indeed working. Either that or is my mental condition who pushes me to think that once I do open my mouth and start going on a topic, all must be explained in detail. And if it is not enough sure more explanation and more details will fix it. I get stuck in this mode where more and better explanations will " for sure" clarify any misunderstanding. I certainly don't mind them especially since it was an issue on my end causing it to go off screen. E+Enter weren't working either since the button for the next page wasn't technically selected I think since it was off screen. No amount of arrow keys or WASD could get it to select either. As for them being "too long" maybe in the future you could add an option to the MCM to simplify the reports for those who would want it to be shorter and already understand what the values mean. Something like: Spoiler Last Scene - Anal/Vaginal/Oral (x minutes) - Started with Handicap of x x Partner(s) (x sized) - might need to list multiple lines for multi-sized scenes Your partner was Below/Beyond your SexFight ability You already had cum on you for (x hours/minutes), being covered in cum did something to your mind. OR You did not have cum on your body Your SexFight implant was disabled/enabled (settings toggled) Total Challenges: x. Total responses: x. Consensual/Non-consensual Appearance wow factor = x Accumulated pleasure was x at the end of the scene Pleasure was increasing at x rate at the end of the scene Cum taken = x liters or x gallons This scene generated x depravity points Total depravity for this event = x (x resisted) - maybe also show a total after factoring the resisted amount here too. Hopefully something like that would help condense it a bit if it becomes more of a concern.
MSM_Alice Posted February 27, 2025 Author Posted February 27, 2025 (edited) 5 hours ago, The Zen said: Honestly, a basic 'who is eligible to participate' would be more than enough for me if it applied to everything. Thanks for the reply, and sorry for the late reply. Didn't have time to check the site. I understand. Given though that I can't really control who are AAF participant list from AAF scenes started by other mods, I should assume that the scene can provide both valid and invalid participants from the point of view of your desired filter. Is it sufficient if the filter means a certain gender isn't getting punished at the end and that's that, or do you specifically don't want to see them issuing challenges during sexfight at all? If it is all the same, the former can be implemented with some ifs at the end and is faster/safer. The latter means I need to fundamentally change some architectural things, and system as - I need to initialize a "participants who are okay to issue challenges" sub-list - now we have two categories of NPC participants, participants who can issue challenges, participants who cannot issue challenges. - these two categories of participants need to weigh differently on depravity scores and everything else, how many challenges they were issuing and how that was answered, mattered in the ends stats, if the challenge issue score is 0 that ratio will always be 0.If they cannot really issue challenges, they and their performance will have to be "judged" by the stats code in a bespoke way specifically tailored to "non challenge issuing participants that are not the player" . It turns into a more complicated thing if I want to do this right, because it goes form a simple paradigm of "all NPC participants are the same class, and the interaction effects can be judged by the same yardstick" to a more complex "there can be more class of NPC participants in the same scene, and some will require bespoke conditions", and that architecturally increases the system's complexity. Additionally if there are only invalid participants ( from the point of view of this filter) should the SexFight code even run at all at that point? None of them will be able to issue challenges. It is not the same if it does or it does not run , as, if you sex proficiencies stats are high enough and you bimbo level is high enough, and their level is low enough, they might get to mind-blowing or galactic pleasure even without any sexfight challenges being issued or answered, if the sexfight code is running. There there's also the conditions of suppressing or not the bad results from AAF Violate mod scenes, are the post scene consequences of agressive sex after an agressive encounter allowed to happen or not? The participants who cannot issue challenges ( unless really low level, or you have really high sex profifciencies so you can pull this off whithout any challenges) will not be paralyzed/killed so they are always not incapacitated at the end, so that means as long as they are in the scene, and not incapacitated, at the end, the bad outcomes at the end of a scene ( restraints, equipment theft) will probably always happen, you will always get robbed of your items and such. Is that a consequence you want or not? Or should this be treated with more finesse, as in if their saving grace of them not getting incapacitated was this specific condition, should they still count at incapacitated for the purpose of suppressing or not the bad outcome/your equipment theft ? Edited February 27, 2025 by MSM_Alice
MSM_Alice Posted February 27, 2025 Author Posted February 27, 2025 (edited) 21 minutes ago, H Bof said: I certainly don't mind them especially since it was an issue on my end causing it to go off screen. E+Enter weren't working either since the button for the next page wasn't technically selected I think since it was off screen. No amount of arrow keys or WASD could get it to select either. As for them being "too long" maybe in the future you could add an option to the MCM to simplify the reports for those who would want it to be shorter and already understand what the values mean. Something like: Reveal hidden contents Last Scene - Anal/Vaginal/Oral (x minutes) - Started with Handicap of x x Partner(s) (x sized) - might need to list multiple lines for multi-sized scenes Your partner was Below/Beyond your SexFight ability You already had cum on you for (x hours/minutes), being covered in cum did something to your mind. OR You did not have cum on your body Your SexFight implant was disabled/enabled (settings toggled) Total Challenges: x. Total responses: x. Consensual/Non-consensual Appearance wow factor = x Accumulated pleasure was x at the end of the scene Pleasure was increasing at x rate at the end of the scene Cum taken = x liters or x gallons This scene generated x depravity points Total depravity for this event = x (x resisted) - maybe also show a total after factoring the resisted amount here too. Hopefully something like that would help condense it a bit if it becomes more of a concern. Understood. Will likely implement a "use brief report format" toggle, similar to what's up there. Believe it or not this went through two shortenings 😅, in the first interactions that report was half a novel, and it would auto open on each sex scene end 🙃, and could even be queried mid-sex scene. It has different tenses and everything narrating it as it was happening ( not as something that had happened in the past). as it was initially delivered via the real time notifications, which was basically clogging the notification system with a myriad of messages. I moved it on an on-demand button as it felt too much even for me at some point. Then I shortened it. I will shorten it further. Edited February 27, 2025 by MSM_Alice 1
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