MSM_Alice Posted December 2, 2025 Author Posted December 2, 2025 (edited) 15 minutes ago, psword said: New version still has the dialogue bug (can't start any new conversation) after TP to a private location for prostitution. It happens in Sanctuary on a new game. If that bug has happened, and if it is the one I am thinking of, and not something that can be easily fixed with the reset Dialogue scene when exiting AAF scenes, there is no clear way to revert it, and what's more puzzling is that I cannot seem to get it to trigger on my machine, except in Diamond city under special circumstances. Still a very mysterious bug. There's nothing out of the ordinary happening in that shack to the playe entity, but I will triple check. I had a hypothesis that it was related to the Diamond City worldspace, but perhaps it is more complex than that. If you can give a papyrus log, that would be great. Were you using the Alt-Camera or the default AAF fre cam? Until then I suppose prostitution will have to be public, and avoid the private shack. For me, it only happened in Diamond City, so I removed the option to TP to the private prostitution location from the Diamond City worldspace. Edited December 2, 2025 by MSM_Alice
Mimirue17 Posted December 2, 2025 Posted December 2, 2025 16 minutes ago, MSM_Alice said: If that bug has happened, and if it is the one I am thinking of, and not something that can be easily fixed with the reset Dialogue scene when exiting AAF scenes, there is no clear way to revert it, and what's more puzzling is that I cannot seem to get it to trigger on my machine, except in Diamond city under special circumstances. Still a very mysterious bug. There's nothing out of the ordinary happening in that shack to the playe entity, but I will triple check. I had a hypothesis that it was related to the Diamond City worldspace, but perhaps it is more complex than that. If you can give a papyrus log, that would be great. Were you using the Alt-Camera or the default AAF fre cam? Until then I suppose prostitution will have to be public, and avoid the private shack. For me, it only happened in Diamond City, so I removed the option to TP to the private prostitution location from the Diamond City worldspace. I haven't used the prostitution for a couple of upgrades, but now that I am up and running again I can test it out some as well. 1
MSM_Alice Posted December 2, 2025 Author Posted December 2, 2025 (edited) 28 minutes ago, psword said: New version still has the dialogue bug (can't start any new conversation) after TP to a private location for prostitution. It happens in Sanctuary on a new game. Hmm.. unless it is somehow related to the bimbo infiltration status. You can try this version that does two things: On any Prostitution/influence scenario, it resets bimbo infiltration stealth ( in case it got activated by mistake) at the end of that scenario. In the debug MCM menu, has a bespoke button for " Button: Reset Bimbo Infiltration Status." Maybe that is it. @psword . @Mimirue17 Worth a try. MSMA_v0_8061.zip Edited December 2, 2025 by MSM_Alice
Mimirue17 Posted December 2, 2025 Posted December 2, 2025 (edited) Fun note, as I had to start from scratch. DO NOT select download all owned products on the AE store (I purchased the Bundle for 20 bucks that includes all old creation club items)....you will overload your BA2 limit and the game will crash on load! Even after removing all the Dogs and Pip Boy colors I am still with 10 BA2 files from limit. Apparently that is a HARD limit and if you go over it the game will not load period.... Another fun fact, if you are getting AMDxx64.dll crashes, and are on a AMD GPU, turn off VSync everywhere - High FPS, ini's and ENB and set your max frame rate to 120. Game runs solid 120, with 8.33 framerate and uses about 3-4 gb vram. I also turned of all depth of field options, motion blur, bloom ect - only option in that section in Betheni is Wetness effect. No longer crash anywhere so far today. Edited December 2, 2025 by Mimirue17 1
Mimirue17 Posted December 2, 2025 Posted December 2, 2025 As a side effect of the testing today, you can put Assimilate on the Play at your own risk category and you will need to save A LOT or you will lose game time. 1 - if you go to Bimbo Limbo - the SM will try to assimilate you into SM faction (turn you into she hulk with FEV) and will likely approach you and have sex again. Regardless of what happens it will block you from talking to the Scientists to exit bimbo limbo and no way to free yourself. One possible solution I can think of is you even want to deal with it all is - set a timer on the greet (the initial end greeting happened but you cant give the response of where you want to go) if nothing happens after say a minute - start the force greet over again moving the player close enough to respond. Again, while its not a bad idea to put that safeguard in anyways - I would not try to save the usage of assimilate as in the end its not worth it (see below) 2 - the force greets (to make you more like my faction) break any kind of pacification, not just bimbo daze/pacification but violates as well and really create issues all over the place. This is not a problem from your side, or even violates - its on the Assimilate mod. I will let them know this behavior is pretty game breaking but they do not appear to be overly active. So while its a fun concept, and fine for a side character that is only doing that kind of stuff, I would highly suggest against using it with this mod. 1
MSM_Alice Posted December 2, 2025 Author Posted December 2, 2025 6 minutes ago, Mimirue17 said: As a side effect of the testing today, you can put Assimilate on the Play at your own risk category and you will need to save A LOT or you will lose game time. 1 - if you go to Bimbo Limbo - the SM will try to assimilate you into SM faction (turn you into she hulk with FEV) and will likely approach you and have sex again. Regardless of what happens it will block you from talking to the Scientists to exit bimbo limbo and no way to free yourself. One possible solution I can think of is you even want to deal with it all is - set a timer on the greet (the initial end greeting happened but you cant give the response of where you want to go) if nothing happens after say a minute - start the force greet over again moving the player close enough to respond. Again, while its not a bad idea to put that safeguard in anyways - I would not try to save the usage of assimilate as in the end its not worth it (see below) 2 - the force greets (to make you more like my faction) break any kind of pacification, not just bimbo daze/pacification but violates as well and really create issues all over the place. This is not a problem from your side, or even violates - its on the Assimilate mod. I will let them know this behavior is pretty game breaking but they do not appear to be overly active. So while its a fun concept, and fine for a side character that is only doing that kind of stuff, I would highly suggest against using it with this mod. Hmm.. maybe I can try to remove the Supermutants in Bimbo limbo from the supermutant faction, and leave them factionless.
Mimirue17 Posted December 2, 2025 Posted December 2, 2025 6 minutes ago, MSM_Alice said: Hmm.. maybe I can try to remove the Supermutants in Bimbo limbo from the supermutant faction, and leave them factionless. did not know you could do that, that might solve the issue as you get force greeted before you can respond to the question- which blocks you from talking to scientists.
MSM_Alice Posted December 2, 2025 Author Posted December 2, 2025 (edited) 6 hours ago, Mimirue17 said: did not know you could do that, that might solve the issue as you get force greeted before you can respond to the question- which blocks you from talking to scientists. Hmm... likely that won't do anything as they are based on Virgil, so they weren't in the standard supermutant faction anyway. Edited December 2, 2025 by MSM_Alice
MSM_Alice Posted December 2, 2025 Author Posted December 2, 2025 (edited) 9 minutes ago, Mimirue17 said: did not know you could do that, that might solve the issue as you get force greeted before you can respond to the question- which blocks you from talking to scientists. MSMA_Sexual_Journey.espIf you want to test that too, here is an esp with them factionless ( but you wil likely have to start a new game for that change to have an effect after replacing the ESP). But maybe assimilation works off race, not off faction. Edited December 2, 2025 by MSM_Alice
judge007 Posted December 2, 2025 Posted December 2, 2025 3 hours ago, MSM_Alice said: Ok, player chosen bimbo name starts to matter a lot more with this update. Added a procedural system to have QoH use the player's name on a lot more occasions. Also, QOH can use connecting statements/ bridge words between separate QOH lines, which makes this work so much better. All configurable There are some kinks to iron out, like some lines are a bit louder than others, but I can adjust that. I am quite happy with the results/effects. Feels like there's more of a connection between QoH and the player now. Can't wait also to add the three occasional nicknames picked from certain degrading tattoos (most of them are not present in the bespoke choices, QoH will only use them if you get those specific degrading tattoos. The only one of them I left also in the bespoke choices is " Summer Slut" ). Should be upgradable mid-playthrough. MSMA_v0_8060.zip 114.75 MB · 1 download If you get the chance, could add JB.s forced names from Commonwealth Slavers, currently my character is "Rapemeat" but QoH calls me "Bimbo"
MSM_Alice Posted December 2, 2025 Author Posted December 2, 2025 (edited) 3 hours ago, judge007 said: If you get the chance, could add JB.s forced names from Commonwealth Slavers, currently my character is "Rapemeat" but QoH calls me "Bimbo" I can think about it. Do you know what those are, or where to look for them? And what variables in CS could "tell me" which name is being used? Maybe post predule 1,0, as right now I am trying to stay focused to finish prelude 1.0 until Dec 15th, so trying not to go on a tangent with extending systems, but rather stay focused on finishing the voiced level-ups, voice polish, and bugfixing. But if there aren't too many, I could try. IF you want to " hack that in" right away, I can also share with you: 1. What are the topics with the " bimbo" name 2. What are the audio files with the "Bimbo" name? Because things are procedural, if you replace that with another name, the other name will play instead. That being said, if you want to reconcile lore, QoH will refer to the player as she pleases . Maybe she thinks " Rapemeat" is too out there and so she uses Bimbo instead. Regardless of the name set by the game, or how some factions might refer to you. Edited December 2, 2025 by MSM_Alice 1
MSM_Alice Posted December 2, 2025 Author Posted December 2, 2025 For this purpose, perhaps @JB. can drop us a hint, of where which script to look for the CS forced names, and what variables communicate the status, and if there are any planned expansions of that namelist around the corner. @judge007, I need to generate the Queen of Hearts audio for them, the 3 topics of name said in normal tone, exclamation tone and inquisitive tone for QoH, and the audio for Nora when she herself refers to that name. 1
MSM_Alice Posted December 2, 2025 Author Posted December 2, 2025 6 hours ago, psword said: New version still has the dialogue bug (can't start any new conversation) after TP to a private location for prostitution. It happens in Sanctuary on a new game. Hello. Did you have a chance to try the 0.8061 version with the button to reset bimbo infiltration? Was that the issue, and is it correctable by pressing that "reset infiltration" button?
MSM_Alice Posted December 2, 2025 Author Posted December 2, 2025 @judge007 I did take a peek at the scripts, and I think there are just three names, linked to three gobals, so they should be okay to track : _CS_Codename_Fuckmeat.GetValueInt()==1 _CS_Codename_Rapemeat.GetValueInt()==1 _CS_Codename_Vaultmeat.GetValueInt()==1 @JB. , is that correct, or am I in the wrong part of the scripts?
psword Posted December 2, 2025 Posted December 2, 2025 4 hours ago, MSM_Alice said: Hello. Did you have a chance to try the 0.8061 version with the button to reset bimbo infiltration? Was that the issue, and is it correctable by pressing that "reset infiltration" button? Not yet, but I made quite a few tests to find the culprit instead. It's not related to the camera it seems, but the agent delivering the QoH dilaogue lines. By switching Alt Line Delivery Mode for QoH Lines to 0, the issue is resolved. BUT the QoH keeps repeating the initial dialogue line over and over again
MSM_Alice Posted December 2, 2025 Author Posted December 2, 2025 (edited) 59 minutes ago, psword said: Not yet, but I made quite a few tests to find the culprit instead. It's not related to the camera it seems, but the agent delivering the QoH dilaogue lines. By switching Alt Line Delivery Mode for QoH Lines to 0, the issue is resolved. BUT the QoH keeps repeating the initial dialogue line over and over again That is a good insight. At least I know where to dig in now. What do you mean by repeating the initial dialogue line over and over again? Can you describe the situation more comprehensively, what happens step by step? Precisely what is the line being repeated? If you switch it back to 1, then does the fix "stay" fixed? Or does it break again? And if it breaks again, does it break again only after the Queen says something, or does it break again instantly? Edited December 2, 2025 by MSM_Alice
JB. Posted December 2, 2025 Posted December 2, 2025 4 hours ago, MSM_Alice said: @judge007 I did take a peek at the scripts, and I think there are just three names, linked to three gobals, so they should be okay to track : _CS_Codename_Fuckmeat.GetValueInt()==1 _CS_Codename_Rapemeat.GetValueInt()==1 _CS_Codename_Vaultmeat.GetValueInt()==1 @JB. , is that correct, or am I in the wrong part of the scripts? Yeah, but I don't know if you want to implement that. At the end of the story, you're supposed to take on another pseudonym. So sooner or later, users are going to ask you to add those new pseudonyms too. xD And I don't know if the mod fits your proposal. I mean, let's say your name is Vaultmeat, okay, but when you finish the mod's story and become free, the global will still be Vaultmeat = 1, so even though you're free and have a cool new name like Vindemiatrix... MSMA will still call you Vaultmeat. And which one would take priority? Let's say, Vindemiatrix went to Nuka World and is now called Candy. MSMA will still call her Vaultmeat. For me, this mod complements Nuka Ride well. With Slavers? We're mixing apples and oranges. 1
psword Posted December 2, 2025 Posted December 2, 2025 1 hour ago, MSM_Alice said: That is a good insight. At least I know where to dig in now. What do you mean by repeating the initial dialogue line over and over again? Can you describe the situation more comprehensively, what happens step by step? Precisely what is the line being repeated? If you switch it back to 1, then does the fix "stay" fixed? Or does it break again? And if it breaks again, does it break again only after the Queen says something, or does it break again instantly? 1. The initial dialogue: is the introductory lines QoH says right at the beginning, after you exit the vault, talk to the scientist and she disappears. 2. Description A: press the + button to designate an NPC as the target, select the dialogue option for prostitution, select the line asking for a LOT of money, get teleported to the secluded location, during the act QoH comments, finish and get teleported back, the NPC opens a dialogue to pay the fee, accept it ---> from here you cannot initiate any dialogue with anyone. Switching any QoH option in the menu doesn't fix the issue. B: load save, switch dialogue option to 0, repeat as in A above, QoH comments during the act are the introductory lines as described in 1., after teleporting back and got the money, you can initiate new dialogues with no issues. 3. As soon as you switch to 1, the issue returns. My take of it is that the "agent" delivering the QoH comments bugs out for some reason and you get stuck in a never ending dialogue with said "invisible agent", which locks you out of initiating any new conversation. No idea why the "old" comment method delivers only the QoH inroductory dialogue, but at this point this seems the only safe option.
MSM_Alice Posted December 2, 2025 Author Posted December 2, 2025 (edited) @JB. 1 hour ago, JB. said: Yeah, but I don't know if you want to implement that. At the end of the story, you're supposed to take on another pseudonym. So sooner or later, users are going to ask you to add those new pseudonyms too. xD And I don't know if the mod fits your proposal. I mean, let's say your name is Vaultmeat, okay, but when you finish the mod's story and become free, the global will still be Vaultmeat = 1, so even though you're free and have a cool new name like Vindemiatrix... MSMA will still call you Vaultmeat. And which one would take priority? Let's say, Vindemiatrix went to Nuka World and is now called Candy. MSMA will still call her Vaultmeat. For me, this mod complements Nuka Ride well. With Slavers? We're mixing apples and oranges. The match with NR and not CS was my instinct as well, but some people insist that there is some synergy The QoH manager could also monitor another quest (from CS) for a certain stage completion, with RegisterForRemoteEvent OnStageSet, so I know when to stop calling the user that, if you can tell me what the quest is. and the stage when the naming should stop. I need to do that for the PetWalk quest, too, if I want to allow people to talk with Marina during that time. Edited December 2, 2025 by MSM_Alice
MSM_Alice Posted December 2, 2025 Author Posted December 2, 2025 (edited) 3 hours ago, psword said: 1. The initial dialogue: is the introductory lines QoH says right at the beginning, after you exit the vault, talk to the scientist and she disappears. 2. Description A: press the + button to designate an NPC as the target, select the dialogue option for prostitution, select the line asking for a LOT of money, get teleported to the secluded location, during the act QoH comments, finish and get teleported back, the NPC opens a dialogue to pay the fee, accept it ---> from here you cannot initiate any dialogue with anyone. Switching any QoH option in the menu doesn't fix the issue. B: load save, switch dialogue option to 0, repeat as in A above, QoH comments during the act are the introductory lines as described in 1., after teleporting back and got the money, you can initiate new dialogues with no issues. 3. As soon as you switch to 1, the issue returns. My take of it is that the "agent" delivering the QoH comments bugs out for some reason and you get stuck in a never ending dialogue with said "invisible agent", which locks you out of initiating any new conversation. No idea why the "old" comment method delivers only the QoH inroductory dialogue, but at this point this seems the only safe option. It is a bit more complex than that, " the agent is at fault". That agent is a position marker, not even an NPC that the player could be stuck in a conversation with. I still can't get that to occur at all, and the initial lines, those are not individual lines that are part of the QoH quips system at all. That's an entire separate Dialogue scene, stored somewhere else. I have no clue how that could start then and there Or, do you mean some "similar lines to the intro lines are being played"? But not the actual intro lines? It should be impossible for the exact insto scene to play. When does it happen? Is it like... every time she should say a solo line, the whole intro scene sequence starts instead? That's mind-boggling. I see no way for that to be possible unless something is superbroken with the engine. BUT I have a lot more toys for you to play with : A whole new version of the mod with some 5 buttons and debug settings that can help us zero in on the actual problem. Shack-based prostitution is re-enabled here, including in Diamond City, so you can freely test anywhere. MSMA_v0_8071.zip Edited December 2, 2025 by MSM_Alice
MSM_Alice Posted December 2, 2025 Author Posted December 2, 2025 (edited) 1 hour ago, psword said: 1. The initial dialogue: is the introductory lines QoH says right at the beginning, after you exit the vault, talk to the scientist and she disappears. 2. Description A: press the + button to designate an NPC as the target, select the dialogue option for prostitution, select the line asking for a LOT of money, get teleported to the secluded location, during the act QoH comments, finish and get teleported back, the NPC opens a dialogue to pay the fee, accept it ---> from here you cannot initiate any dialogue with anyone. Switching any QoH option in the menu doesn't fix the issue. B: load save, switch dialogue option to 0, repeat as in A above, QoH comments during the act are the introductory lines as described in 1., after teleporting back and got the money, you can initiate new dialogues with no issues. 3. As soon as you switch to 1, the issue returns. My take of it is that the "agent" delivering the QoH comments bugs out for some reason and you get stuck in a never ending dialogue with said "invisible agent", which locks you out of initiating any new conversation. No idea why the "old" comment method delivers only the QoH inroductory dialogue, but at this point this seems the only safe option. I think what fixes things is the reset that is done, when you make that toggle from 1 to 0. So here are ways to reset more aspects around that, and apply more resets gradually so we can understand what happens, bit by bit, and what part of the reset fixes it. Ideally, please use a new game, not an upgrade, for these tests. I've also changed some flags on some aliases, and I want to make sure they load up correctly. That new version of the mod (8070) has in its debug settings: - A way to reset the existing QoH line queue, if any. - a way to reset the path by which Player custom Topics are said - a way to reset the path by which QoH custom topics are said And also: A way to, on game load, do some of those same resets automatically. If my hypothesis is correct, the flags that were on the quest alias used on the path 1 was what was messing things up, and those are gone now (on a new game with 0.8070,. Then the resets that were being made to get to path 0 froim path 1, applied a temporary correction. Now with the flags gone, the resets should provide a permanent correction (if the issue even happens to begin with, without the problematic flags set on the alias). Edited December 2, 2025 by MSM_Alice
Mimirue17 Posted December 2, 2025 Posted December 2, 2025 1 hour ago, MSM_Alice said: I think what fixes things is the reset that is done, when you make that toggle from 1 to 0. So here are ways to reset more aspects around that, and apply more resets gradually so we can understand what happens, bit by bit, and what part of the reset fixes it. Ideally, please use a new game, not an upgrade, for these tests. I've also changed some flags on some aliases, and I want to make sure they load up correctly. That new version of the mod (8070) has in its debug settings: - A way to reset the existing QoH line queue, if any. - a way to reset the path by which Player custom Topics are said - a way to reset the path by which QoH custom topics are said And also: A way to, on game load, do some of those same resets automatically. If my hypothesis is correct, the flags that were on the quest alias used on the path 1 was what was messing things up, and those are gone now (on a new game with 0.8070,. Then the resets that were being made to get to path 0 froim path 1, applied a temporary correction. Now with the flags gone, the resets should provide a permanent correction (if the issue even happens to begin with, without the problematic flags set on the alias). I have some time today, I will test out 8070 in various locations. I have been converting all the creation clothes to FG for some odd reason (once I started I can't seem to stop) and there are hundreds of clothes.....it will be a welcome break to actually play the game 1
MSM_Alice Posted December 2, 2025 Author Posted December 2, 2025 (edited) 41 minutes ago, Mimirue17 said: I have some time today, I will test out 8070 in various locations. I have been converting all the creation clothes to FG for some odd reason (once I started I can't seem to stop) and there are hundreds of clothes.....it will be a welcome break to actually play the game Thank you. I updated that to 0.8071 . 0.8070 was mistakenly no longer locking the player in place during the very first convo with QOH (I was testing something, and forgot to re-enable the lock), So people could break it by walking away. What's frustrating is that prostitution shack can't talk with NPCs after prostitution" bug very rarely occurred for me. It actually for me only ever occurred in the Diamonds City Worldspace (and only on certain playthroughs, not all. I am not even sure it is the same bug). Without additional testing and re-testing from people on whose machines the bug actually occurs, I am flying blind. Edited December 2, 2025 by MSM_Alice
JB. Posted December 2, 2025 Posted December 2, 2025 2 hours ago, MSM_Alice said: @JB. The match with NR and not CS was my instinct as well, but some people insist that there is some synergy The QoH manager could also monitor another quest (from CS) for a certain stage completion, with RegisterForRemoteEvent OnStageSet, so I know when to stop calling the user that, if you can tell me what the quest is. and the stage when the naming should stop. I need to do that for the Pet quest too, if I want to allow people to talk with Marina during that time. This would do: IF _CS_Main IsRunning()==0 ;the mod has ended EndIf 2
MSM_Alice Posted December 2, 2025 Author Posted December 2, 2025 (edited) To distract myself a bit because I felt my brain was boiling from all the scripting, I fed that initial illustration into a few AI image generator models to get me some variants/ variations. One of them went anime and introduced a small black blob character, which intrigues me maximally :). Also, the words: D Beware of Dakn of Binsos- Prelupe! If I consider it seriously, I will have to go manually with a graphic tablet over, ofc, some of them might be fun. But I probably should stay focused on the scripting aspect. ( just a distraction, not changing things :P) Edited December 2, 2025 by MSM_Alice 2
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