Onedrift Posted November 21, 2025 Posted November 21, 2025 4 hours ago, MSM_Alice said: This one, this one's the best. I love it. 1
MSM_Alice Posted November 22, 2025 Author Posted November 22, 2025 (edited) Slept on it, had some more ideas, realized the symbolism was lacking, and I was taking myself too seriously with being artsy-fartsy about it. There needs to be more fun, more obvious symbolism; the striper pole metaphor is now a more obvious snake. ( the snake, also the primordial sin, but also a metaphor for the male anatomy, also inducing the idea that there's some betrayer, also the idea of a binding curse, it is multirole). Some splashes and drips of ... white paint, so it is more obvious. Some other details too. Kept the analog paper feel, but veered it into a more " pulp horror " direction. Edited November 22, 2025 by MSM_Alice 2
judge007 Posted November 22, 2025 Posted November 22, 2025 27 minutes ago, MSM_Alice said: Slept on it, had some more ideas, realized the symbolism was lacking, and I was taking myself too seriously with being artsy-fartsy about it. There needs to be more fun, more obvious symbolism; the striper pole metaphor is now a more obvious snake. ( the snake, also the primordial sin, but also a metaphor for the male anatomy, also inducing the idea that there's some betrayer, also the idea of a binding curse, it is multirole). Some splashes and drips of ... white paint, so it is more obvious. Some other details too. Kept the analog paper feel, but veered it into a more " pulp horror " direction. Shades of Heavy Metal . . .
MSM_Alice Posted November 22, 2025 Author Posted November 22, 2025 7 minutes ago, judge007 said: Shades of Heavy Metal . . . That too
Mimirue17 Posted November 22, 2025 Posted November 22, 2025 so it was kind of hilarious, the Bounty Hunters attacked Marina (guess they spawned close to Vault 111 this time) and she just stood there, pretty much ignoring them. Of course the AI had no idea what to do with that until I came by and took care of them. 1
mercplatypus Posted November 22, 2025 Posted November 22, 2025 3 hours ago, MSM_Alice said: Slept on it, had some more ideas, realized the symbolism was lacking, and I was taking myself too seriously with being artsy-fartsy about it. There needs to be more fun, more obvious symbolism; the striper pole metaphor is now a more obvious snake. ( the snake, also the primordial sin, but also a metaphor for the male anatomy, also inducing the idea that there's some betrayer, also the idea of a binding curse, it is multirole). Some splashes and drips of ... white paint, so it is more obvious. Some other details too. Kept the analog paper feel, but veered it into a more " pulp horror " direction. This actually does make me wish we had a few more hard rock/heavy metal type songs in the music mix. That looks pretty good so far. 1
krighaur Posted November 22, 2025 Posted November 22, 2025 3 hours ago, MSM_Alice said: Slept on it, had some more ideas, realized the symbolism was lacking, and I was taking myself too seriously with being artsy-fartsy about it. There needs to be more fun, more obvious symbolism; the striper pole metaphor is now a more obvious snake. ( the snake, also the primordial sin, but also a metaphor for the male anatomy, also inducing the idea that there's some betrayer, also the idea of a binding curse, it is multirole). Some splashes and drips of ... white paint, so it is more obvious. Some other details too. Kept the analog paper feel, but veered it into a more " pulp horror " direction. I like it 1
MSM_Alice Posted November 22, 2025 Author Posted November 22, 2025 (edited) 44 minutes ago, mercplatypus said: This actually does make me wish we had a few more hard rock/heavy metal type songs in the music mix. That looks pretty good so far. I did sneak a few in. This latest one will be in the next update that I am working on right now. 237_Plug_Them_In_Power_Ballad.mp3 Might be adding more. Edited November 22, 2025 by MSM_Alice 1
much_name Posted November 22, 2025 Posted November 22, 2025 (edited) On 6/27/2025 at 10:38 PM, MSM_Alice said: Is this a brand new playthrough, done on v 0.7525? What does not make any sense to me is that talking with the mysterious scientist, (either normally or via that debug Menu command), runs a script function (the same function that shows those popup windows) that should 100% also set the Main SexFight Quest Stage to stage 10, get things all prepped to interacting with Marina, including making Marina visible. However you said that pressing Querry Main SexFight Quest Stage returns 0. That sequence of events should be impossible, it does not make sense to me. Some aspect is being omitted, as normally these three statuses - have talked with the mysterious scientist" (either normally or via mcm), and then after that - Pressing Query Main SexFight Quest Stage returning 0 - Being able to see the Marina NPC shouldn't be logically be possible, in that order, without console commands, mid playthrough mod upgrades (or other shenanigans that are omitted). Marina won't ever talk with the player (and shouldn't be present in the first place) unless the Main SexFight Quest Stage has moved from 0 to 10 and beyond. So as long as that stage is 0 , it is normal that Marina des not talk with you and stays invisible. Even if you used some trick to make her visible, she still won;t have any dialogue until the MSMAMysteriousScientistDialogue quest (the one you query with the "Query Main SexFight Quest Stage" button) moves from stage 0 to stage 10. Talking with the mysterious scientist (normal or forced) is precisely what sets that quest stage to 10. If you want to try and tinker with it the quest name is MSMAMysteriousScientistDialogue, its formid is 0x001ED5, and its stage should 10 when you try and talk with marina for the first time. I don't recommend settings stages manually, things should work the natural way. But I feel we're not seeing the whole picture here /not getting all the information as the situation as you have described it (having talked with the Mysterios scientist, while at the same time the main quest stage staying on 0), should be impossible. Maybe there a third party mod that blocks new dialogue. Maybe your player is still logically stuck in a dialogue scene with another NPC (maybe Duke from NR), that never concluded and is still going, so any ne dialogue scenes like the one with Marina and Misty cannot start, (not before that other " suspended" dialogue scene is wrapped up/concluded). Maybe you never re-tested the via the "Query Main SexFight Quest Stage" button AFTER you talked with the mysterious scientist ( and saw its popup windows,), and never realized that the stage had moved from 0 to 10, but you still think it is 0 (when in fact it had moved on to 10) Hey, I'm experiencing exactly this problem. Even if I try setting the stage to 10, it stays at 0. I initially had to force the conversation with the Scientist via MCM. After that everything seemed to work just fine, until I was teleported next to Marina after dying. Now if I click on Context-Aware action or hint, it says "Maybe I should talk with the Scientist by the Vault 111 exit. It's rather strange that I can't even set the stage of the quest. Never happened before. edit: Forgot to mention, I had just turned into Bimbo before. Edited November 22, 2025 by much_name 1
MSM_Alice Posted November 22, 2025 Author Posted November 22, 2025 (edited) 2 hours ago, much_name said: Hey, I'm experiencing exactly this problem. Even if I try setting the stage to 10, it stays at 0. I initially had to force the conversation with the Scientist via MCM. After that everything seemed to work just fine, until I was teleported next to Marina after dying. Now if I click on Context-Aware action or hint, it says "Maybe I should talk with the Scientist by the Vault 111 exit. It's rather strange that I can't even set the stage of the quest. Never happened before. edit: Forgot to mention, I had just turned into Bimbo before. Something made the main quest of the mod complete/stop/reset its stage to 0. That is not supposed to ever happen (unless you forced that via console commands?). The fact that you had to force the conversation is already indicative that something didn't work right. If you can't set stages, the quest seems to have been force-stopped (and/or never started but if you did become a bimbo it was working at some point), which makes me think the mod didn't really start correctly at all, and is in a problematic state where you shouldn't proceed with the playthrough, as many things will be broken. The proper fix is likely to go back to the beginning and debug the start-up process on a new game to understand what had happened, and precisely how faulty it started. What version of the mod are you on, and was this a brand-new playthrough, or some mid-playthrough upgrade? What did the external mod MCM monitoring pages show before and after you exited the vault? Did you get the age check prompts as you exited the vault? Did the mod ask permission to run? Are you using some alt start mods? Have you used manual set-stage or other console commands? Edited November 22, 2025 by MSM_Alice
MSM_Alice Posted November 22, 2025 Author Posted November 22, 2025 (edited) 1 hour ago, much_name said: Hey, I'm experiencing exactly this problem. Even if I try setting the stage to 10, it stays at 0. I initially had to force the conversation with the Scientist via MCM. After that everything seemed to work just fine, until I was teleported next to Marina after dying. Now if I click on Context-Aware action or hint, it says "Maybe I should talk with the Scientist by the Vault 111 exit. It's rather strange that I can't even set the stage of the quest. Never happened before. edit: Forgot to mention, I had just turned into Bimbo before. Also, that is a post from June; a myriad things have changed since then. Unless you are using a mod version from back in June, you are probably not experiencing that exact issue; probably experiencing similar symptoms with the stages and whatnot, but likely a different issue. Edited November 22, 2025 by MSM_Alice
MSM_Alice Posted November 22, 2025 Author Posted November 22, 2025 (edited) 3 hours ago, much_name said: Hey, I'm experiencing exactly this problem. Even if I try setting the stage to 10, it stays at 0. I initially had to force the conversation with the Scientist via MCM. After that everything seemed to work just fine, until I was teleported next to Marina after dying. Now if I click on Context-Aware action or hint, it says "Maybe I should talk with the Scientist by the Vault 111 exit. It's rather strange that I can't even set the stage of the quest. Never happened before. edit: Forgot to mention, I had just turned into Bimbo before. Did the mod start naturally? Or did you have to start the mod with emergency debug measures from the MCM like : And then you pressed this one: What that the flow? What was the flow of events when you started the mod? We must understand: 1. Did the MSMA main quest ever really start normally? 2. If yes, then what devilry managed to stop it mid-playthrough, or to cause it to force-complete, and why? It is a "run once" quest, so if it completes, it never restarts again. But I don't know what could make it complete ... (other than console commands). Edited November 22, 2025 by MSM_Alice
Senick2 Posted November 22, 2025 Posted November 22, 2025 (edited) Would it be possible to add an MCM option for the intensity of vendor sell/buy price changes and regular combat damage changes? Edited November 22, 2025 by Senick2
MSM_Alice Posted November 22, 2025 Author Posted November 22, 2025 (edited) 20 minutes ago, Senick2 said: Would it be possible to add an MCM option for the intensity of vendor sell/buy price changes and regular combat damage changes? Right now, there's no granular setting for that, as for the story and lore, they are important to exist and to be meaningful. There is a master toggle off for all Bimbo debuffs(though it wasn't super well tested). You can use that, and it would be a bit like a perpetual bimbo level 2, without the debuffs, and without other progression. I built that for people who said, "What if I just want the sexfight, without all the bimbo stuff". Edited November 22, 2025 by MSM_Alice
mercplatypus Posted November 22, 2025 Posted November 22, 2025 7 hours ago, MSM_Alice said: I did sneak a few in. This latest one will be in the next update that I am working on right now. 237_Plug_Them_In_Power_Ballad.mp3 4.71 MB · 1 download Might be adding more. Absolutely lovely. 1
Mimirue17 Posted November 22, 2025 Posted November 22, 2025 Ya sneak in a few more songs 😀 the rotation lasts for days now 😜
judge007 Posted November 22, 2025 Posted November 22, 2025 @MSM_Alice Seeing my recent blunder with the MessageBoxes, I went back to see if I had missed anything else. One thing I noticed was the DavesMod Faster notifications mod. It is a little behind the times, even for OldGen. In my Install it would conflict with DefUI, HUDMenu Framework & FallUI_HUD. There are ways to get the three of them to work properly. But not with all 4. That's the bad news. Now for the good news! On the descriptions of the DavesMod Nexus page (link you provided), the author linked to the GitHub page of the utility used to create the mod. It works in Windows 11 with a proper Java Runtime. It also installs as an executable in MO2. Looking at the HUDMenu.swf from FallUI_HUD 1.7.1, it already is configured for the changes DavesMod would make. So, DavesMod is unnecessary for any FallUI users. Hope this helps someone else. 1
Mimirue17 Posted November 22, 2025 Posted November 22, 2025 6 minutes ago, judge007 said: @MSM_Alice Seeing my recent blunder with the MessageBoxes, I went back to see if I had missed anything else. One thing I noticed was the DavesMod Faster notifications mod. It is a little behind the times, even for OldGen. In my Install it would conflict with DefUI, HUDMenu Framework & FallUI_HUD. There are ways to get the three of them to work properly. But not with all 4. That's the bad news. Now for the good news! On the descriptions of the DavesMod Nexus page (link you provided), the author linked to the GitHub page of the utility used to create the mod. It works in Windows 11 with a proper Java Runtime. It also installs as an executable in MO2. Looking at the HUDMenu.swf from FallUI_HUD 1.7.1, it already is configured for the changes DavesMod would make. So, DavesMod is unnecessary for any FallUI users. Hope this helps someone else. Ya ditched that a long time ago, totally unnecessary 1
Senick2 Posted November 22, 2025 Posted November 22, 2025 3 hours ago, MSM_Alice said: Right now, there's no granular setting for that, as for the story and lore, they are important to exist and to be meaningful. There is a master toggle off for all Bimbo debuffs(though it wasn't super well tested). You can use that, and it would be a bit like a perpetual bimbo level 2, without the debuffs, and without other progression. I built that for people who said, "What if I just want the sexfight, without all the bimbo stuff". I'm more interested in the vendor buy/sell prices than anything tbh XD. Thanks for this amazing mod! 1
MSM_Alice Posted November 23, 2025 Author Posted November 23, 2025 (edited) A test version with a ton more QoH lines. Mid playtrhough upgrade should be okay, but new game is best. Abbreviated changelog : - Added a LOT more Qoh Audio assets - Added 17 new music tracks - Set up playing conditions for ~60% of the new QoH assets, and 90% of the music tracks Qoh now has more varied content for comments done during sex across the board QoH can now also comment on prostitution payment outcomes QoH can now also comment on receiving silly tattoos QoH now can also comment on depraved sex scenes (the ones that cause XP loss). QoH now can also comment on other aspects, such as the change on the magic dildos on a bimbpo level up. QoH audio content is picked and played on the basis of a pool-of-lines-per-event system, which should reduce repetition a lot. Corrected most of the lines that were getting cut short or whose subtitles lingered too long. Edit : attachment deleted, proper update now on main page. Edited November 25, 2025 by MSM_Alice 1
MSM_Alice Posted November 23, 2025 Author Posted November 23, 2025 (edited) New version. I think this one is good enough for the front page. ... writing changelog. .. and done.. changelog on main page Edit : attachment deleted, proper update now on main page. Edited November 25, 2025 by MSM_Alice
MSM_Alice Posted November 23, 2025 Author Posted November 23, 2025 (edited) Hmm, I forgot three debug text notifications in 0.7990, which can be a bit annoying, but the website won't allow me to upload a new version, I think high server load or something similar. Edit: it finally let me upload a proper 0.7991 on the main page.. Edited November 23, 2025 by MSM_Alice 1
judge007 Posted November 24, 2025 Posted November 24, 2025 (edited) 9 hours ago, MSM_Alice said: Hmm, I forgot three debug text notifications in 0.7990, which can be a bit annoying, but the website won't allow me to upload a new version, I think high server load or something similar. Edit: it finally let me upload a proper 0.7991 on the main page.. The inevitable question . . . Upgrade or new game? Edit: NVM it is playing OK, I like the new QoH Comments Edited November 24, 2025 by judge007 1
MSM_Alice Posted November 24, 2025 Author Posted November 24, 2025 (edited) 5 hours ago, judge007 said: The inevitable question . . . Upgrade or new game? Edit: NVM it is playing OK, I like the new QoH Comments I always try to make the upgrade thing an option, but some things/additions won't be experienced except on a new game. For instance, like the first time the player gets SA slut status, has a one-play-per-playthrough line. After that, it still acknowledges it but says other things. But not really a reason to rewind an entire playthrough, though Edited November 24, 2025 by MSM_Alice 1
MSM_Alice Posted November 24, 2025 Author Posted November 24, 2025 (edited) 6 hours ago, judge007 said: The inevitable question . . . Upgrade or new game? Edit: NVM it is playing OK, I like the new QoH Comments Added a patched 0.7992; there was a less obvious issue with the post prostitution dialogue scene being interrupted, causing the entire reward to be lost. Unclear by what it was interrupted exactly, it might have been by some of the new QoH comments themselves. Now it should be harder to interrupt that scene via unnatural ways. Edited November 24, 2025 by MSM_Alice 1
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