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Posted
5 hours ago, MSM_Alice said:

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?

Good question., I run mods that all the options i want are set up via MCM with an activate or deactivate hot key so the mods do their thing automatically such as SAC just fuck.

Posted

Wow just spent a couple hours with the mod and I'm loving it! Can't wait to see what you make it into! In the future would it be possible to be able to set custom sliders for the morphs much like how Nuka Ride does for the surgery quest?

Posted
6 hours ago, H Bof said:

Wow just spent a couple hours with the mod and I'm loving it! Can't wait to see what you make it into! In the future would it be possible to be able to set custom sliders for the morphs much like how Nuka Ride does for the surgery quest?

Thank you.
You mean sliders other than 

mcmpics - Copy.jpg

Posted
7 hours ago, Sweettits said:

Good question., I run mods that all the options i want are set up via MCM with an activate or deactivate hot key so the mods do their thing automatically such as SAC just fuck.

I did take a look, but did not notice any controller mappable buttons. in the MCM config anywhere

 

Posted (edited)
5 hours ago, MSM_Alice said:

Thank you.
You mean sliders other than 

mcmpics - Copy.jpg

 

I was thinking kind of a combination. Basically you could set the breast increment morphs and the butt ones separately, then each increment would apply those set morphs or increase them based on the amplifier setting. Something like:

 

Spoiler

These are Fusion Girl examples since that's what I use.

 

Breast Morphs

  • Nipple Size = x
  • Areola = x
  • Breast Size = x
  • Waist Size = x
  • etc.

Butt Morphs

  • Butt Size = x
  • Butt Silicone = x
  • Hip Width = x
  • Thigh Size = x
  • etc.

 

Basically doing something akin to Bimbos of Skyrim's morph system where instead of strictly modifying just the breasts and butt, it would be more editing of the entire upper body or lower body. Then all of the x values would be multiplied by the current amplifier system for the final value that would get applied for each increment. I don't know how hard this would be to do so if it would be a massive undertaking no worries, but I always love more customizability. 

 

There's also one other thing I noticed. Would it be possible to set the beautician to return to her normal spot next to the broken down car if isn't set to do that already? I use Wars of the Commonwealth and Feral Roamers so the wilderness has a lot of enemies lurking around and she gets dragged off fighting them fairly often so I have to go and track her down and then use the moveto player command to return her to her normal position. Another maybe more simple solution would be to add a "permanent quest" (at least for these early versions) to visit her so she at least has a quest marker over her and can be easily tracked down should she run off somewhere.

 

Another thing I've also noticed is that there seems to be an issue with a few of the "you think" and "your lust" thought boxes where some of them will just be blank. I wish I could be more helpful in knowing which ones are problematic but that's all the info on it I can give.

Edited by H Bof
Posted
3 hours ago, MSM_Alice said:

I did take a look, but did not notice any controller mappable buttons. in the MCM config anywhere

 

thats why I said the actions are automatic, I just set the preferences I want in the MCM and the mod does the rest. Like most of my mods do anyway., no big deal though, I am still having fun.

Posted (edited)

v0.7212  - unfortunately a new game is a hard requirement this time
 

  • Architectural overhaul of the Outfit, Piercings, Manicure, Tattoo and Accessories managers. It was a massive undertaking, and maybe not very obvious from the outside aside from the fact that one can now use the fancy hologram pre-visualizer for everything now, but it was needed for scalability and ease of asset management, and things like being able for each individual item to have its own properties (bimbo level requirement, bimbo cost, and individual effects).  Before there were a lot of bespoke functions for each item, now it is all done via data arrays, and generalized functions.
    Visually selecting the items in a more interactive/visual way is a much better experience than the "lottery" of picking them out of a text menu. Support even hidden items that will later by unlocked via the story
  • Changed Marina's service menu to use the new system.
  • Total outfits now available is  16.  Decided that Marina should not provide the two Nuka Ride Kalistore Outfits anymore from NR (it was offering the Primadonna, and HellKitty outfits before), but it didn't feel right, even as a temporary solution, as they have their role in the NR story. However they will still work in MSMA if you get them in NR.  
  • Fixed a bug where skimpiness score could go infinitely high when not using SAKR (it would double each time one would quip bimbo specific clothing, but it would never come down after).
  •  Fixed a bug where the morphs wouldn't immediately update on a bimbo level up. 
  • Other smaller fixes. (hopefully Marina does not go in a NPC hunting frenzy in the woods anymore, even if mods with denser enemy distributions are used).

Mod no longer prompts the user to test the "SaveFlow" system on start, (thank you, I got plenty of testing in , now it is turned off until I will actually build the actual features using it)

The HeadPart system used for facial piercings really made me chase my tail a long time, there are some things that work there differently in NG vs pre NG Fallout. You have a setting in the MSM General settings section, if you want Piercing Preview Hologram to work in fast mode, or slow mode. Slow mode is  the default, compatible with any version of Fallout , fast mode only works for pre-NG fallout.  The mod will attempt to do a version autodetect on first initialize and set that setting accordingly, but if you change it after it will remain as you set it. If you feel face piercing previews are not updating correctly on fast mode, switch to slow mode.
 


Marinas new preview-and-purchase equipment system should be pretty self-explanatory in-game, but just in case: 

Once you enter Holo previz mode and the hologram pops us (for any category: Outfits, Nails, Accessories, Tattoos, Piercings or Body Morphs), the keys are generally the same:

  • End or Mouse right click- Exit current holo pre-vizualisationmode
  • Arrow keys  (left right but in some cases also up/down) - scroll through the item list 
  • PageUp- Purchase/Unlock/Apply to player the currently previsualized item  
  • Delete - Usually a reset of some sort
  • Insert- Usually a help screen with details on the current set of controls, and data about what's being previsualized 
  • PageDown- Usually a toggle for undressing/redressing the hologram

You can freely move around the hologram and inspect it from any direction, but if you go too far away the previz mode will auto-close. 






Now to tend to the user feedback backlog. :D

Out of curiosity, what would you like to see most now, as a sext step?

  • Further Gameplay tuning and polish for existing content (adding sound/music/ QoL/ controller support etc )?
  • Should I do the DeBimbofication school location and mini-story?
  • Should I do some bimbo solves for Vanilla quests?
  • Should I finalize the extra planar tribunal (and punishments from the save flow event detection)?
  • String management/migration Infrastructure for Localization/translations?

 

Edited by MSM_Alice
Posted
29 minutes ago, MSM_Alice said:

v0.7212  - unfortunately a new game is a hard requirement this time

 

rip, do you think the futur version of your mod will be functionnal with an old save ?

Posted (edited)
18 hours ago, chaussure69 said:

rip, do you think the futur version of your mod will be functionnal with an old save ?

Not with saves started with versions pre 0.7212, unfortunately.
In general if possible, I do make upgrade functions between versions that have additive changes (not breaking-changes). Just that in some cases that is not practical.
The system overhaul makes things rather different, and trying to hunt all the edge cases that a migration could do, would be so intensively time consuming that it would stall all development for a long while.  That time is best spent on new features.

You can try, if you want to, I didn't put a hard stop in, only a warning. I did try to do a reinitialization of the new system on top of the old one, but. no guarantees. 
There could be too many oddities for it to be worth it.
 
I would rather do these painful architectural changes now in Alpha, so they are less needed in the future as the mod closes in to beta and v1.0 

Edited by MSM_Alice
Posted
On 2/10/2025 at 5:02 PM, randomDudeHere said:

This mod looks quite interesting! I'll install it in the near-future, but I do have some questions...

Will there some images in the mod's page? It'd be nice a preview of some of the stuff in the mod.

Is this / will it be compatible with NAF, NAF Bridge, and NAFicator instead of AAF? Probably not and I can test it if you aren't sure. I'm not jump on you just to get it compatible with NAF. I'll just start a new MO2 profile.

Just got around to reverting back to AAF (inadvertently fixing some crashing issues) and testing this mod with NAF/NAFicator. NAF is compatible from my testing, though is slightly janky (then again, it is Fallout modding).

Great mod so far, hope to see more in the future!

Posted (edited)
5 hours ago, randomDudeHere said:

Just got around to reverting back to AAF (inadvertently fixing some crashing issues) and testing this mod with NAF/NAFicator. NAF is compatible from my testing, though is slightly janky (then again, it is Fallout modding).

Great mod so far, hope to see more in the future!

Thank you!
Both for the kind words and for testing.
If you can give more a bit more context on what needs to be addressed to address the janky-ness, I am not against making more compatibility changes.
I have little clues on NAF/NAFicator, and my dev computer is AAF only, but for sure I want to make this as compatible as possible. 

Edited by MSM_Alice
Posted
17 hours ago, MSM_Alice said:
  • Further Gameplay tuning and polish for existing content (adding sound/music/ QoL/ controller support etc )?
  • Should I do the DeBimbofication school location and mini-story?
  • Should I do some bimbo solves for Vanilla quests?
  • Should I finalize the extra planar tribunal (and punishments from the save flow event detection)?
  • String management/migration Infrastructure for Localization/translations?

 

Honestly cant see a need for debimbofication. Bimbofication provides advantages in sex fight as I understand it. If you lose a fight and have your gear stolen in violate, bimbofication gives you a way to win.

 

For me, there has to be some kind of incentive to give that up that I really cant see now. I would rather see bimbofication expanded.

 

Would also like the dildo factory Marina keeps talking about fleshed out. Could see many opportunities there for a bimbo.

Posted

I could see debimbofication if (and maybe only if) there were some kind of progressive failures introduce by bimbofication.

 

Here, debimbofication would not achieve a complete reversal - it would instead by like some kind of tradeoff system. Like, maybe you can ease pressure in one area by accepting a sacrifice in a different area. Like maybe there's problems with staying away from scenes too long, even though there's other problems from the scenes?

 

Anyways, this is all hypothetical, and I have not really gotten into thinking about how the gameplay triggers would need to work, nor how to fit that with any story lines, available animations, engine limitations and... so on.

Posted (edited)
18 hours ago, Olmech said:

 

Honestly cant see a need for debimbofication. Bimbofication provides advantages in sex fight as I understand it. If you lose a fight and have your gear stolen in violate, bimbofication gives you a way to win.

 

For me, there has to be some kind of incentive to give that up that I really cant see now. I would rather see bimbofication expanded.

 

Would also like the dildo factory Marina keeps talking about fleshed out. Could see many opportunities there for a bimbo.

@Olmech
That factory is part of SJ's settlement, that includes houses for the NPCs and the factory itself.  AND to be honest that's the part I am most excited to eventually build. :)
I do feel I need to learn a bit more modding with one or two  mini stories before I learn all I need to learn to build up that though. 


@sen4mi
The goal with the de-bimbo school being that you need some balance.
It is mostly a reset to 0 of the current Bimbo level progression, not a return to a lower level though. It is not infinite as subsequent visits (during the same bimbo level) cost progressively more. You could find free tickets to the school in the main story, some real, some forged, but using those cheap forged unofficial tickets will have disadvantages, including potentially compromising the effectiveness of the school itself.

There are people who want to play a non-bimbo, (and they don't install the mod) as barely a bimbo (levels 1 or 2) but not max it out, or just fully lean into it (max level, no regrets).
I think perhaps the most fun in a story is a tug of war between the bimbo and non bimbo impulses, so the de-bimbofication school is there to help reset the progress of a certain level if things slip out of control. It is not meant to revert to a lower level once you do slip up and get bimbo-promoted. 

Edited by MSM_Alice
Posted (edited)

v0.7213  -seamless update from the previous version

  • Corrected some of the bimbo clothing not giving you the hypersexualized clothing bonus.
  • Added the Hypersexualized clothing status to the bimbo report addendum.
  • Lowered the Bimbo level requirement to some Accessories from Bimbo Level 1 to Bimbo level 0 (takes effect on a new game).
     

Right now some of the bimbo clothing is identified exclusively via a dynamically added keyword to those specific object instances, but I wasn't creating the items as persistent ObjectReferences, so the keyword wouldn't "stick". It would get lost even on a save and load game.
Corrected now, all bimbo clothing provided by Marina is now a persistent ObjectReference (still with DeleteWhenAble flag set, so don't leave them on the ground, in cells that get unloaded or you might lose them).

Edited by MSM_Alice
Posted
5 hours ago, MSM_Alice said:

I think perhaps the most fun in a story is a tug of war between the bimbo and non bimbo impulses, so the de bimbofication school is there to help reset progress of a certain level if things slip out of control. There is not meant to be reverting a lower level once you do slip up and get bimbo-promoted. 

 

Personally these are the kinds of emergent stories/mechanics that I love with these types of mods, I usually play Fallout 4 as mostly a single player Escape from Tarkov survival sim with a super fast time-to-kill for both me and all enemies. I otherwise can't really bring myself to surrender with combat surrender mods because it's just too easy to stimpack back up to health and it feels kinda forced in those cases. Playing with this mod at the difficulty I use really made me weigh my options of surrendering, running, or trying to fight a lot more closely for a super fun experience. 

Posted

 

17 hours ago, MSM_Alice said:

Thank you!
Both for the kind words and for testing.
If you can give more a bit more context on what needs to be addressed to address the janky-ness, I am not against making more compatibility changes.
I have little clues on NAF/NAFicator, and my dev computer is AAF only, but for sure I want to make this as compatible as possible. 

I'll look through the logs and do some debugging to see what issues there are. The stuff I've seen may be NAF acting up or another mod acting up. If I see anything, I'll update the thread.

 

On 3/1/2025 at 2:44 PM, MSM_Alice said:


Out of curiosity, what would you like to see most now, as a sext step?

  • Further Gameplay tuning and polish for existing content (adding sound/music/ QoL/ controller support etc )?
  • Should I do the DeBimbofication school location and mini-story?
  • Should I do some bimbo solves for Vanilla quests?
  • Should I finalize the extra planar tribunal (and punishments from the save flow event detection)?
  • String management/migration Infrastructure for Localization/translations?

 

As to answer these questions:

-I do not have anything in particular I would suggest for tuning. Something that might be out of bounds for "polishing" midway through this kind of project would be a bimbo's thoughts system similar to Bimbos of Skyrim. What I mean is, a way for the user to customize the text strings of those thoughts in an XML or similar file. The current thoughts system is great, though having the ability to customize it would make it even sweeter. Though, no pressure on implementing it. Just food for thought.

-That would be something I would like.
-By bimbo solves, I'm guessing you mean ways to solve questlines in a "bimbo way." Like killing Cornflakes-- I mean Kellog-- and his synths through SexFight (through dialog, not Violate). Or getting Kellog's keys either through "buttering up" Mayor McDonough or giving advice to his assistant. Then yes. Finding a way to do it skillfully in a manner that fits in well may be difficult, but it would be really cool to be able to beat the game that way.

-Haven't experimented with the save flow detection, yet.

-I don't use localization/translations, nor am I fluent enough in any other language to make them.

Posted
On 3/1/2025 at 10:44 PM, MSM_Alice said:

Out of curiosity, what would you like to see most now, as a sext step?

  • Further Gameplay tuning and polish for existing content (adding sound/music/ QoL/ controller support etc )?
  • Should I do the DeBimbofication school location and mini-story?
  • Should I do some bimbo solves for Vanilla quests?
  • Should I finalize the extra planar tribunal (and punishments from the save flow event detection)?
  • String management/migration Infrastructure for Localization/translations?

 

 

Good mod !

 

About your curiosity ;)

 

1 - Tuning and polish : Yes but mod works already fine, so not the priority for me

2 - Debimbofication : yes for me, the strength of the mod is that you struggle to keep control of the implant you received during cryo so there must be a way to help your poor char who doesn't want to become a bimbo lol. 

3 - bimbo solves : maybe yes, but not a priority. When I play this sort of mod I don't care about the vanilla quests

4 - extra planar tribunal : yes and yes ;)  although sometimes the game crash and when you reload the mod consider you tried to cheat, so this should be corrected before enabling punishments

5 - localization: maybe but not a priority for me

Posted

Oh... I should ask... how difficult would it be to remove all mention (and possibility) of sexfight killing from the in-character contexts? (Mentions in MCM would be fine).

 

Or, if that turns out to be "extremely tedious" or "extremely difficult" how difficult would it be to expunge such mentions from level 1?

Posted (edited)
21 minutes ago, sen4mi said:

Oh... I should ask... how difficult would it be to remove all mention (and possibility) of sexfight killing from the in-character contexts? (Mentions in MCM would be fine).

 

Or, if that turns out to be "extremely tedious" or "extremely difficult" how difficult would it be to expunge such mentions from level 1?

You mean from any NPC dialogues on in-game config menus (other than MCM)?
Can you clarify a bit more what you mean, (with specific examples of where is this mentioned, and what would you like to see written there instead)?

I am assuming you want to have a no-kill playthrough with paralysis only?

Not impossible.

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

Prerequisites for a good experience:

 

 

Can it be run without this 3 mod?

 

I think technically maybe, practically there will be missing chunks. 
You can try, and let me know what happens, or if the experience stands on its own regardless. 


For instance, all accessories that Marina gives you for now come from NR, and a few outfits, too.
If NR is missing, they will be listed as invalid in the Marina's equipment system list, and an error message pop-up should graciously (in a non-crashy way) handle things when you try to equip them.
 

Com Mostuirizer and cum overlays also have individual checks so if they're not present, then the events that check for those layers present andhandle the psychological effects will never occur. 
I think the worst that can happen there is a flag status that gets set and never cleared, as the check for those layers always returns that the emod that that module depends on is missing.
Though the same module missing should prevent that flag from being set in the first place. 

Managing the hygiene aspects,  and minding the status of those layers is part of the experience, and that will be forever turned off in a playthrough without those mods. 



so TL:DR: in theory it *might* work, but you need to test, (and it is not guaranteed, I haven't tested things without them)

 

Edited by MSM_Alice
Posted
10 hours ago, MSM_Alice said:

You mean from any NPC dialogues on in-game config menus (other than MCM)?
Can you clarify a bit more what you mean, (with specific examples of where is this mentioned, and what would you like to see written there instead)?

I am assuming you want to have a no-kill playthrough with paralysis only?

Not impossible.

 

Yes, ... I want a paralysis only playthrough, without my *character* having to wrestle with the option of killing people through sex.

 

This is... I suppose you might say an "immersion" thing? I don't mind (from a player perspective) making this kind of decision - if nothing else, I choose to install the mod or not. But it's sort of like the difference between pretending elements are in the game and installing a mod to put those elements in the game.

Posted

I started using this mod when it's in 0.7011, totally amazed, and now a fresh new save with 0.7213. And suddenly, all super mutants, instead of producing so much that can bulge the belly drastically, stop producing bio samples anymore ... After a few scenes with some sups, the belly morph didn't even move a bit. I double checked the belly morphing in MCM but truth to be told, I never adjust any setting after installing this mod so that didn't help. I also checked the amount of sample collected in Bimbo Craving stat after scenes end. Nothing related to the amount of bio sample has changed. Any clue? Or is it another new feature that I am not aware of?

Posted (edited)
3 hours ago, helloada2 said:

I started using this mod when it's in 0.7011, totally amazed, and now a fresh new save with 0.7213. And suddenly, all super mutants, instead of producing so much that can bulge the belly drastically, stop producing bio samples anymore ... After a few scenes with some sups, the belly morph didn't even move a bit. I double checked the belly morphing in MCM but truth to be told, I never adjust any setting after installing this mod so that didn't help. I also checked the amount of sample collected in Bimbo Craving stat after scenes end. Nothing related to the amount of bio sample has changed. Any clue? Or is it another new feature that I am not aware of?


Hmm.. no not really. 

No significant changes to that should have occurred post 7011, unless there is something that I m not thinking of. The mod has quite a few different systems with emergent interplay. 
Some detective work is in order.


The more specific feedback that allows me to replicate the two situations, the better, as there is an interplay of several systems leading up to those situations.
Things I am thinking of : 

 

1. Is it just a visual bug?
What happens in the Nude, or is this an issue just with certain clothing?
(maybe the new clothing  that you have from Easygirl or Absolutely skimpy attire aren't built with morphs on your install, and they force a different body?)
What if you wear one of the old NR suits?

 Is the issue just that morphs are no longer applied? (for the same value of bio samples mentioned in the report), or is the actual number lower?


2. Do the numbers check out too? 
What is the current bio sample value that your character is carrying, what is your bimbo level, (what are the contents of the bimbo report on this topic?). 

3. What does the sexfight report say about these encounters ( both pages) that hold clues of how out of control things got.


4. Is the difference specific between 7212 and 7213, or unclear where it is?

7112 and 7213  should, in theory, be interchangeable on the same save. You should be able to go back and forth between them with no ill effects.
 

 

On the very last update, specifically on 7213, I made the bimbo level count a lot more in offsetting regular level bias difference between player and opponents, as I received some feedback that there are always undefeatable SexFight master enemies even for max level bimbos.
I also installed one of the suggested mods that put more enemies on the map, and indeed some over leveled enemies kind of always defeat the player in sex fight if they have a massive level advantage over you ( there are always "beyond your ability"). 

Will think about it more.
For now to offset that, in the latest update, if you are a higher-level bimbo, this level bias advantage ( via the regular game level system) that an enemy can get over you is now capped at a lower value (the higher bimbo level you are). 
Are you talking about specifically high-level supermutants, or all /any supermutants?

That effect is a "compounding spiral", you have some defenses at the start, but the more you carry at the start of an encounter, the more visible it is, the more frenzied the supermutants get, it is not linear. 


 

If you're not afraid of your notification feed being overwhelmed with info,  you can turn on Verbose notification mode and Debug mode in the "cheat" implant menu, that mode will provide you with more information ( perhaps too much information) on what is happening in a moment-by-moment basis.
 



Edit:  Did a file compare of the scripts that are most likely to affect this, did not find anything suspicious so far.  between
0.7011 and 0.7213
Maybe you are at the start and still under the protection of the temporary depravity shield that lower level (or non-bimbo) characters have. 
Will know more when you share the numbers/info above.



 

Edited by MSM_Alice

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