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Posted
56 minutes ago, MSM_Alice said:

I spent a bunch of time today trying to figure out, with the help of ChatGPT, the scripting system in F04 edit, but I finally have two essential scripts



1. One can take a CSV file with hundreds or thousands of spoken lines (text),  and mass add them as correct Info records nested in a topic/DIAL record in the ESP, complete with play conditions so that a certain line only plays when a certain global index variable has a certain value.
This is done without the painfully slow and error-prone one-by-one manual editing that I had to do before, which took a myriad clicks.


2. The other can take the ESP from step 1  and create a correspondence between the unique index value of every line ( the value in that global variable), and the unique voice wave file filenames, auto-generated by default by the CK for each of the info records, (so all the wavefiles can be auto-named correctly, without manually navigating to the topic response window hundreds of times like a maniac to copy-paste the wavefile name generated by the CK there).

QOH only has 350 audio lines now (well, not all are in the build yet, but on my modding machine), but doing it al manually was painful and slow; it wasn't a quick scalable system to get to 1000  or 2000 audio lines or more, which is what is going to be needed for QoH's to banter feel more alive and varried. 

If you look at the xVASynth support threads for Skyrim SE, there are a number of XEdit scripts there that do what you describe.

Also the Dragonborn Voiceover threads will handle player speech as well.

I created a number of voice packs for Skyrim mods, and player voice mods as well.

These aren't FormID numbered entries, but named after the actual text being spoken.

Much easier to deal with.

 

Just something to check into if it could ease your workload.

Posted

@MSM_Alice

 

Has anyone mentioned that some of the messageboxes at startup are too big for the screen?

 

The click options are not visible, at least at 1920x1080.

Maybe shrink the volume of text down a bit, please. 😑

Posted (edited)
55 minutes ago, judge007 said:

@MSM_Alice

 

Has anyone mentioned that some of the messageboxes at startup are too big for the screen?

 

The click options are not visible, at least at 1920x1080.

Maybe shrink the volume of text down a bit, please. 😑

Hmm.. That should only happen if the "confirm boxes"  hard requirement is not installed. 

 

  • Extended Dialogue Interface (for readability of the big explicative chunks of text, which I use until I build the actual cutscenes)
  • Confirm Boxes (same as above, to see the more verbose form of the reports fit on screen)
Edited by MSM_Alice
Posted
7 hours ago, Mimirue17 said:

ok I was able to get screenshots of all the [Q] lines from the creation kit and can find them easier as it happens.  There was one line that used Incredible that got cut off, now just can't remember which one it was.... It is nice you can find them from just searching the details button on the load file page without having to go all the way in - unless that calls up the wrong things of course.....but its a lot of lines I have not heard yet.   Think they are right after the prostitution lines.

 

 

  Reveal hidden contents

 

image.png.37194533e9ab45235e474ad13e0adeb3.png

 

  Reveal hidden contents

 

if these look right - its just one of the pages of [Q] lines

Some of them are conditioned by setting the overall UI message tone to "rude"  vs more tame tone.

Posted
2 hours ago, MSM_Alice said:

Hmm.. That should only happen if the "confirm boxes"  hard requirement is not installed. 

 

  • Extended Dialogue Interface (for readability of the big explicative chunks of text, which I use until I build the actual cutscenes)
  • Confirm Boxes (same as above, to see the more verbose form of the reports fit on screen)

I have those installed, exiting Vault 111, three messageboxes are with no visible control, I just press Enter.

Same thing happens in Provocative Perks for "the USB perk", simply too much text in one message box.

While my Graphics Card is capable of higher resolutions, my monitor maxes out at 1920 x 1080.

Posted
6 hours ago, judge007 said:

I have those installed, exiting Vault 111, three messageboxes are with no visible control, I just press Enter.

Same thing happens in Provocative Perks for "the USB perk", simply too much text in one message box.

While my Graphics Card is capable of higher resolutions, my monitor maxes out at 1920 x 1080.


Hmmm...
Resolution shouldn't matter; they should scale proportionally based on screen height. 
Unless you have some altered settings on confirm boxes, and they start with a different front 

Posted (edited)
2 hours ago, MSM_Alice said:


Hmmm...
Resolution shouldn't matter; they should scale proportionally based on screen height. 
Unless you have some altered settings on confirm boxes, and they start with a different front 

 

It is indeed on my end, another mod conflicting with FallUI - Confirm Boxes, am going to retry.

 

 

EDIT:

If anyone else uses Perchik's IN-Game Mod Explorer, FallUI - Confirm Boxes has to be reinstalled with the compatibility .swf option enabled.

Edited by judge007
Posted

ah finally had it play again - its the line "incredible how hard we come with it do deep in our ass" it stops beginning the word our.   Bloodworm sex works just fine btw, work with Violate as well with the Extended AAF Patch, wanted to test it out :)

Posted

Im trying out Commonwealth slavers how exactly does MSMA interact with it as i can't see in game? During quest where you have to sell drugs near the beginning i give a bj and become a bimbo but because all info is blocked i don't know if its because that's recognized as prostitution or my states are high im going to approach things differently depending on the reason i became a bimbo. I think a popup in game explaining things would help out a lot or just not blocking implant menu even if read only so the player has some control over their game other than removing the mod entirely.

Posted
40 minutes ago, hiono said:

Im trying out Commonwealth slavers how exactly does MSMA interact with it as i can't see in game? During quest where you have to sell drugs near the beginning i give a bj and become a bimbo but because all info is blocked i don't know if its because that's recognized as prostitution or my states are high im going to approach things differently depending on the reason i became a bimbo. I think a popup in game explaining things would help out a lot or just not blocking implant menu even if read only so the player has some control over their game other than removing the mod entirely.

 

It works extremely well with Commonwealth Slavers, with the exception of the teleport feature.

It actually works well with a lot of AAF mods. Nuka Ride doesn't progress as fast because there is a lot less sex.

 

If you are not getting messages for Bimbo progression, or becoming a slut, there is something seriously wrong with your setup.

Posted (edited)
1 hour ago, hiono said:

Im trying out Commonwealth slavers how exactly does MSMA interact with it as i can't see in game? During quest where you have to sell drugs near the beginning i give a bj and become a bimbo but because all info is blocked i don't know if its because that's recognized as prostitution or my states are high im going to approach things differently depending on the reason i became a bimbo. I think a popup in game explaining things would help out a lot or just not blocking implant menu even if read only so the player has some control over their game other than removing the mod entirely.

I've gone into detail in earlier posts on  the thread about it,


CS theme and MSMA theme are a bit at odds; they don't really go well together conceptually, and are not *really* meant to be used together.
A CS slave is not meant to be "empowered" and be able to kill the slavers via sexfight, or escape capture, or to be "immortal" via Bimbo Limbo.


MSMA and Nuka Ride have conceptual synergies; MSMA and Commonwealth Slavers, much less so.

 

I did do some custom checks, just in case people tried to use MSMA and CS  together: While you have the slaver collar equipped, and while you are a CS slave, the implant menu shouldn't work, punishment on sexfight should be disabled, and Marina shouldn't really offer her services to you. (but didn't test these extensively).
Or if you want it phrased in a lore-accurate way, you can consider that:  "Slaves don't deserve to know extra info! If one becomes a bimbo by serving her masters, then it is what it is!". Life is unfair in general, but as a slave, it is particularly unfair.
After you get freed from CS, you can resume normal MSMA operation.

Other than that, technically, it should work as it normally would with any other AAF event in the sandbox.
You will still have bimbo progression, just no implant menu, and you can't dish out SexFight-based punishments. 

Edited by MSM_Alice
Posted
10 minutes ago, MSM_Alice said:

I've gone into detail in earlier posts on  the thread about it,


CS theme and MSMA theme are a bit at odds. 
A CS slave is not meant to be able to kill the slavers via sexfight. 
MSMA and Nuka Ride have synergies; MSMA and Commonwealth Slavers, much less so.


While you have the slaver collar equipped, and while you are a CS slave, the implant won't work, and Marina won't really offer her services to you.
After you get freed, you can resume MSMA.

Yeah I get all this but the bimbo progression is still happening and i cant view or control any of it is what I'm getting at. Normally when playing i dont entirely rely on sexfight so how i play is determined by how the bimbo stats are progressing to now let it spiral as it can easily do. What are the risks of suspending progression and debuffs from the mcm?

Posted (edited)
15 minutes ago, hiono said:

Yeah I get all this but the bimbo progression is still happening and i cant view or control any of it is what I'm getting at. Normally when playing i dont entirely rely on sexfight so how i play is determined by how the bimbo stats are progressing to now let it spiral as it can easily do. What are the risks of suspending progression and debuffs from the mcm?

Hard to evaluate what the risks might be. In theory, none, but in practice it wasn't really tested extensively as it is not normal usage.
You can try and report what your experience is :)

But really, MSMA and CS are not really meant for each other.
On a more playful note: Slaves don't get to control their bimbo progression. It happens as it happens. Being a slave involves a loss of control.

 

Edited by MSM_Alice
Posted
10 minutes ago, MSM_Alice said:

Hard to evaluate what the risks might be. In theory, none, but in practice it wasn't really tested extensively as it is not normal usage.
You can try and report what your experience is :)

But really, MSMA and CS are not really meant for each other.
On a more playful note: Slaves don't get to control their bimbo progression. It happens as it happens. Being a slave involves a loss of control.

 

At first since i wasnt too far into the save i was just gonna disable and start over but ill just run it and let you know if anything breaks down the line haha 

Posted (edited)

Regarding the latest Anniversary Edition of Fallout:  after people have updated their mod list to AE-compatible versions as needed ( when they get released ) , please let me know about your experience with MSMA. 
In theory, it should work out of the box if F4SE, AAf, and the other mods in the required list (only the ones that need to be updated) are updated.


However, since more patches are rumored to come for AE, I think most mods with F4SE plugins or other custom DLLs will wait for things to stabilize before they update their mods for " final" AE. Fortunately, MSMA itself does not need anything complex like that (other than just waiting for them).

Edited by MSM_Alice
Posted
43 minutes ago, MSM_Alice said:

Regarding the latest Anniversary Edition of Fallout:  after people have updated their mod list to AE-compatible versions as needed ( when they get released and  ) , please let me know about your experience with MSMA. 
In theory, it should work out of the box if F4SE, AAf, and the other mods in the required list (only the ones that need to be updated) are updated.


However, since more patches are rumored to come for AE, I think most mods with F4SE plugins or other custom DLLs will wait for things to stabilize before they update their mods for " final" AE. Fortunately, MSMA itself does not need anything complex like that.

I for one will be staying with OldGen 1.10.163.

Just trying to upgrade to NG causes too much conflict with the mods I am running.

Rumors of upgrades of mods upgrading to AE are just that rumors.

Support modules for F4SE are already splintering for the NG upgrade, let alone AE, just look at SUP_F4SE.

SAMFormer is getting a little schizophrenic.

Currently, AAF and animation mods require a patch (UAP), which requires a patch (EAP), or else just use Indarello's patch.

More importantly, the memory management/graphics .dlls are getting a little too complex, it's a house of cards waiting for a strong wind.

Users without strong modding knowledge will probably get a little tired of the nonsense and move on to greener pastures.

 

Something similar happened with Skyrim, but not to the extent of FO4. What Todd Howard was thinking of with AE is beyond normal comprehension.

It doesn't seem to serve any logical purpose other income generation.

 

I have used the download_depot of steam to keep backups of OldGen, NG, and AE, just in case.

I wasn't able to determine if your mod would work with AE, but it works equally well with OldGen and NG.

No complaints here!

 

Anyways, rant over.

Posted

Just a note: it is worth upgrading and downloading the nuka cola mod,  Beast hunter mod, and purchasing the Bounty Hunter mod.  Download into game then downgrade.  The hand cannon from the bounty hunter is the best gun in the game, with cool animations, think the gun Johnny uses in CP2077.  Bimbos are by default great with pistols and Vats headshots and this gun is one shot one kill.  If anyone would like a physics preset that works in aaf scenes let me know I will post it.  Big Titty Bimbos should Bounce appropriately 😀

Posted (edited)
31 minutes ago, Mimirue17 said:

Bounty Hunter mod

I did the same as you and played it on the pre-next gen lol.  Really a nice mod. Ugh, they should be in Diamond City, but I can understand why the modders sent them to a remote corner. 

 

The bounty mod doesn't play well with Violate. Some enemies surrender to me, and Violate quickly puts them in a non-hostile faction, that's fine, but if Nora accidentally kills them in the middle of a shootout, the mod put a bounty on me. For killing raiders/gunners 😭

 

 

Edited by JB.
Posted

The bounty hunters are unique in that they will came after you anywhere.  They attacked me in my settlement and was doing the rescue Valentine quest and they attacked me while I was telling Darla to go home causing a big fight.  This pointed out a possible bug in the bimbo daze.  I wasn't going to kill them so I got them all bimbo dazed and fled but Valentine was stuck in surrender stance until I killed everyone.  Then he made comments about the deaths and fled the scene.

Posted
7 minutes ago, JB. said:

I did the same as you and played it on the pre-next gen lol.  Really a nice mod. Ugh, they should be in Diamond City, but I can understand why the modders sent them to a remote corner. 

 

The bounty mod doesn't play well with Violate. Some enemies surrender to me, and Violate quickly puts them in a non-hostile faction, that's fine, but if Nora accidentally kills them in the middle of a shootout, the mod put a bounty on me. For killing raiders/gunners 😭

 

 

Yes also if you fight a raider and blow up a car you get a bounty for murder....

Posted
18 minutes ago, Mimirue17 said:

The bounty hunters are unique in that they will came after you anywhere.  They attacked me in my settlement and was doing the rescue Valentine quest and they attacked me while I was telling Darla to go home causing a big fight.  This pointed out a possible bug in the bimbo daze.  I wasn't going to kill them so I got them all bimbo dazed and fled but Valentine was stuck in surrender stance until I killed everyone.  Then he made comments about the deaths and fled the scene.

I think Valentine would have exited that surrender state once the violate-specific peace bubble ended.
You can force that to end by activating the Pip-Boy. 

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