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Posted (edited)
12 hours ago, judge007 said:

If someone was to to upgrade to RC7 with the old HUD addon, and just not use the upgraded HUD addon, will that suffice?

Or is it a foregone conclusion for a new game?

Constantly throwing away any progress for a HUD doesn't seem attractive somehow . . .

 

PS RC 6 report, everything worked quite well up until:

 

Achieving slut status and picking the Bimbo path, the old NPC aggro  and firing into the ground near the Player Character came back.

Aggro disappeared when QoH conversation was finished.

Which was rather lengthy with AAF scene continuing, QoH also reporting on orgasms, tattoos, perversions etc

Location was at the entrance to Corvega, and NPCs involved were Commonwealth Slaver raiders.

Current scene was triggered by Hardship, and aggro occurred mid-scene, as did the advancement to Slut


You can 100% use the new RC7 and keep the old beta HUD.  (don't have to use the latest HUD if you don't want to, at least for now) 



Thank you for testing and the report.
Come to think of it, probably the firing into the ground near the player character during longer dialogue scenes with QOH probably never "left".
Probably it was always there since the start. 

It probably was always on for longer scenes, and probably this was the first time one had a level-up dialogue scene running in the presence of aggro raiders.
The one that was corrected a while ago was for QOH one-liners. (that's a different system)
Try RC7 9001 below, and let me know if


A - The shooting has gone away 
B - No other oddities have appeared. 


because the undetectable flag can cause dialogue headaches, this might not be a robust fix, so I am not putting it on the main page until several sources have confirmed working okay. 
I'd rather have enemies that are nearby to shoot at the ground than a stuck dialogue.
 

MSMA_PRELUDE__RC7_0_9001.zip

Edited by MSM_Alice
Posted
25 minutes ago, MSM_Alice said:


You can 100% use the new RC7 and keep the old beta HUD.  (don't have to upgrade to the latest HUD if you don't want to, at least for now) 



Thank you for testing and the report.
Come to think of it, probably the firing into the ground near the player character during longer dialogue scenes with QOH probably never "left".
Probably it was always there since the start. 

It probably was always on for longer scenes, and probably this was the first time one had a level up dialogue scene running, in the presence of aggro raiders.
The one that was corrected a while ago was for QOH one-liners. (that's a different system
Try RC7 9001 below, and let me know if


A - The shooting has gone away 
B - No other oddities have appeared. 
 

MSMA_PRELUDE__RC7_0_9001.zip 125.03 MB · 0 downloads

Will do, may take a bit . . .

Posted
1 hour ago, MSM_Alice said:


You can 100% use the new RC7 and keep the old beta HUD.  (don't have to upgrade to the latest HUD if you don't want to, at least for now) 



Thank you for testing and the report.
Come to think of it, probably the firing into the ground near the player character during longer dialogue scenes with QOH probably never "left".
Probably it was always there since the start. 

It probably was always on for longer scenes, and probably this was the first time one had a level up dialogue scene running, in the presence of aggro raiders.
The one that was corrected a while ago was for QOH one-liners. (that's a different system
Try RC7 9001 below, and let me know if


A - The shooting has gone away 
B - No other oddities have appeared. 
 

MSMA_PRELUDE__RC7_0_9001.zip 125.03 MB · 1 download

Using this and Optional HUD for v0.9000 (yes I know you didn't recommend it)

No aggro to report, HUD initially non-functional.

Used HUD MCM to kickstart HUD, Hud functioned, but didn't remember previous location on screen.

Not a big issue, less than 5 minutes to get it where it was.

Values from previous didn't show till after the kickstart

 

I personally think (MY OPINION ONLY), that for the output of the mod, it's a little too much work.

You could have an entry in your MCM, to display those values in a message box.

 

My question is, if I want to NOT use the HUD, do I have to restart yet again?

Posted

so I am on 8700 both main and HUD, on an old save - and surprisingly the HUD updated to 100% and works - was shocked as it did not before.   Am trying to figure out why Ghoulrillas are not working with violate as they should be part of the original dlc option so kind of bouncing around saves.

Posted (edited)
7 hours ago, judge007 said:

Using this and Optional HUD for v0.9000 (yes I know you didn't recommend it)

No aggro to report, HUD initially non-functional.

Used HUD MCM to kickstart HUD, Hud functioned, but didn't remember previous location on screen.

Not a big issue, less than 5 minutes to get it where it was.

Values from previous didn't show till after the kickstart

 

I personally think (MY OPINION ONLY), that for the output of the mod, it's a little too much work.

You could have an entry in your MCM, to display those values in a message box.

 

My question is, if I want to NOT use the HUD, do I have to restart yet again?


Hmmm... I don't know how I managed to transmit that don't prefer 0.9000 of the Optional HUD over any of its older versions, since that is the only version that I uploaded to the main page download section (and not the older versions). 
What I have uploaded in the download section of the main page, ( 0.9000 version) is precisely what I am recomending for someone who wants to try the optional hud now. 
|It is safer to do that now because that 0.9000 version of the Optional HUD  is the first version where an uninstall option became available,  that is, the moment when this optional mod can be experimented more freely, just because now you have the option to uninstall it if things go south.  
 

 


If you want to uninstall the optional MSMA HUD mod,  the version that is listed in the download section (0.9000) does have an uninstall option in its MCM.
Allow it to stabilize, click that uninstall option, then wait it out, allow it to uninstall, then reload the save. 
Operand tells me that you will not be able to reactivate it on that save again, once uninstalled, though (unless you clean up that save for records related to the optional HUD). 
Previous in-development versions of the optional MSMA HUD mod (ealier than 0.9000 ) , did not have a functional uninstall option, and scrubbing them out of your save can only be done with manually edited scripts recompiled that unregister the widgets and whatnot.
The lack of uninstallation on them was why I never uploaded those in-development versions on the first page in the download section. 

That being said, MSMA is not dependent on the optional HUD, and all the values that one can read on the optional hud, they can also be read on-demand in the bimbo report, stats window, or other places in the MSMA existing UI/menus.
The optional HUD mod is optional.

Edited by MSM_Alice
Posted (edited)
5 hours ago, Mimirue17 said:

so I am on 8700 both main and HUD, on an old save - and surprisingly the HUD updated to 100% and works - was shocked as it did not before.   Am trying to figure out why Ghoulrillas are not working with violate as they should be part of the original dlc option so kind of bouncing around saves.

Hello

I have no insight about ghourillas and Violate, MSMA does not interfere with that. 

Keep in mind that the optional HUD mod versions earlier than 0.9000 were experimental, thus never uploaded to the official download section, specifically because they were more experimental.  Those older versions of  HUD  do not have an uninstall option, so you are having a permanent addition to your hud on that playthrough, by using any pre-0.9000 version of the optional HUD mod. 

Edited by MSM_Alice
Posted (edited)
11 hours ago, judge007 said:

Will do, may take a bit . . .

it is important to know as the fix I attempted here was to set the "undetectable" flag on the Qoh entity from that conversation.
That is sure to make her invisible to enemies, but sometimes it also affects the dialogue system itself. 

Edited by MSM_Alice
Posted

I found this fun, so thought I would share it.   The whole VATS thing before the Pip-Boy is pretty strong evidence.   Anyways found the issue with violate (well uninstalled all AAF non animations and reinstalled them one at a time - and it 'JUST WORKS' go figure...) and am now ready to venture into the wasteland with the new build of this, and the consequences????  Sounds Kinky, so I am there :P

 

https://youtu.be/xxPrFyr0KPs?si=tShMNwKpmQRSmxbA

 

Posted (edited)

Another Experimental build from the Act1 Branch. 

Differences for this version (1.020) from the previous Experimental version 1.010 are: 

  • UI texts have been updated to refer to the player in first person instead of second person  -  I or me, instead of you and yours.  (experiment possible thanks to a text processing script done by @Operand ) - A new game is needed for texts to be consistently updated.
  • Saveflow system can be tuned on/off again (but not the popups on load,  if the system is on, and something fishy was detected by the saveflow system, - those popups are always on) .
  • infiltration mode now has a max distance ( measured from where it was initiated or extended last) and a max ingame time that it can last.  If those are surpassed, then you will only get a 15 second grace time before it is over. Right now, they are only settable in the console via two globals.
    • MSMA_Setting_InfiltrationMaxDistance ( default 10,000 units) 
    • MSMA_Setting_InfiltrationMaxGameTime ( default 0.083 ingame days ~ which translates to ~2 ingame hours) 
  • To facilitate fast testing, devkey number 2 is currently hooked to a cheat that fills up everyone in the current AAF scene involving the player with galactic level extra pleasure (everyone means including the player!).
  • Decision of whether to make QOH entity undetectable or not on longer conversations/scenes is now done via a global  variable ( 0- false, 1-true): called  MSMA_Setting_MakeQohUndetectable, needs to be set before a certain dialogue scene starts to have effect in said dialogue scene. 

 

updated download here: 
https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/99/#findComment-7201079

 

 

Edited by MSM_Alice
Posted (edited)

Hi. I have translated your mod into my language. And although the focus is on the game mechanics, I liked your idea. 
I just launched a new game, and new windows have opened with a description of the mod. Apparently, after translating the text, the windows have become so large that I can't see the "yes" and "no" buttons. And I do not know what to do. I can't even log out of the game properly.
I canceled all reading windows, and now my character can't move.  I also can't open a peep fight and exit the game...

 

but now I've logged into the game from another save, got to vault 111, and had a normal conversation with the scientist.

Edited by Cheburashka100500
Posted (edited)
7 hours ago, Cheburashka100500 said:

Hi. I have translated your mod into my language. And although the focus is on the game mechanics, I liked your idea. 
I just launched a new game, and new windows have opened with a description of the mod. Apparently, after translating the text, the windows have become so large that I can't see the "yes" and "no" buttons. And I do not know what to do. I can't even log out of the game properly.
I canceled all reading windows, and now my character can't move.  I also can't open a peep fight and exit the game...

 

but now I've logged into the game from another save, got to vault 111, and had a normal conversation with the scientist.


Thank you! Depending on which specific window we are talking about,  an answer it might be needed to avoid some moments when the controls are locked in place.
Force-closing that without an answer might break the flow. 


Can you perhaps try a reinterpretation of the text on the big window and make do with a shorter translation?
So that the window fits on the screen?

Also, the confirm boxes mod (that helps with fitting more text in boxes that fit on screen), I think, has some options for a smaller font size that might help too. 

Edited by MSM_Alice
Posted

I am running the 1.020 version of the game, and have noticed 2 quirks

there are now ghosted images of the menus to the left/bottom corner - some show up more then others (they are not really that visible but they are there)

I have had to reset the outfits fairly regularly - I have never had this happen more then once a week - had to reset it 3 times today.

 

some misspellings on the menus



image.thumb.jpeg.04fedecae4001653142b98710d6c51d4.jpeg

 

Posted (edited)

New  in development version for testing:  v 1.0210

- Added MCM Entry for adjusting infiltration max distance ( default 10,000 units) 

- Added MCM Entry for adjusting infiltration max in-game time expressed in in-game days ( default 0,.083) ~ 2 in-game hours

- Added MCM Entry for setting or not setting the undetectable flag on the QoH entity used for longer convos ( default off) 

- Added ability for QOH to comment on more extreme sex spreees, once player recovers composure ( bimbo points are also awarded). 

- Added MCM entry to tune chance for QoH to comment os longer sex sprees. ( BP awards happen whether she audibly commends or not) 

- changed a bit the player's extra pleasure mechanic so that if the player has been mindbroken or has lower mindhealth due to too many orgasms in a short amount of time, the player's pleasure cannot be considered to be lower than Amazing.

 

Edit: updated download  is 3 posts down
v
 

 

 

Edited by MSM_Alice
Posted
4 hours ago, Mimirue17 said:

I am running the 1.020 version of the game, and have noticed 2 quirks

there are now ghosted images of the menus to the left/bottom corner - some show up more then others (they are not really that visible but they are there)

I have had to reset the outfits fairly regularly - I have never had this happen more then once a week - had to reset it 3 times today.

 

some misspellings on the menus

 

  Reveal hidden contents

 

 


image.thumb.jpeg.04fedecae4001653142b98710d6c51d4.jpeg
 

 

 

 

corrected that " I carry within I" in 1.0210

If the ghosting is seen on all popups, not just MSMA ones odds are it has nothign to do with MSMA but with some post processing or render mods  that might have been added recently to your load-out.
Maybe linked to the Hud Framework?

I have very little insight on what  "Resettting outfits"  is, and how it relates or not to MSMA, and why it is needed.

Posted
11 minutes ago, MSM_Alice said:

corrected that " I carry within I" in 1.0210

If the ghosting is seen on all popups, not just MSMA ones odds are it has nothign to do with MSMA but with some post processing or render mods  that might have been added recently to your load-out.
Maybe linked to the Hud Framework?

I have very little insight on what  "Resettting outfits"  is, and how it relates or not to MSMA, and why it is needed.

It's the outfit configurator with the stopquest/startquest outfits.

I am starting a new game going back to the latest version that is on the front page and no hud (it's useful but not a necessary thing and I run other Huds and I suspect it is causing lag under the hood).

Posted (edited)

Ok, on the experimental Act1 versions above, where I activated the saveflow system, the experience wasn't really correct and fun for a playthrough, so here is a corrected version (I have deleted the previous experimental uploads) 
Since the saveflow system hadn't been used in a while, there were cobwebs on it, and otherwise legitimate ways to deal with inflation, partners, and whatnot were seen as "cheats" by the monitoring system, and punishments were being dished out indiscriminately. 

It should be corrected now.  The Saveflow master switch is by default off, needs to be turned on manually for testing.
If turned on, the pop-ups that explain what is happening are always on, so people are not confused about stuff happening on game load due to the SaveFlow system.

 

 

Edit: Updated it again, added a clemency-allowed difference of 30% on most of the tracked values where punishment will not be applied. After all the Tribunal should be bothered only for serious transgressions.

MSMA_In_Development_Act1_1_0212.zip

 

Edited by MSM_Alice
Posted (edited)

Hmm...
There is something odd about linking certain specific comments from a thread; if tI am already on that page, and not visiting this page from elsewhere,  sometimes the link jumps to the top of the page in the thread, and not to the comment being linked. 

Does anyone know how to do this properly?

Edited by MSM_Alice
Posted
1 hour ago, MSM_Alice said:

Ok, on the experimental Act1 versions above, where I activated the saveflow system, the experience wasn't really correct and fun for a playthrough, so here is a corrected version (I have deleted the previous experimental uploads) 
Since the saveflow system hadn't been used in a while, there were cobwebs on it, and otherwise legitimate ways to deal with inflation, partners, and whatnot were seen as "cheats" by the monitoring system, and punishments were being dished out indiscriminately. 

It should be corrected now.  The Saveflow master switch is by default off, needs to be turned on manually for testing.
If turned on, the pop-ups that explain what is happening are always on, so people are not confused about stuff happening on game load due to the SaveFlow system.

 

 

Edit: Updated it again, added a clemency-allowed difference of 30% on most of the tracked values where punishment will not be applied. After all the Tribunal should be bothered only for serious transgressions.

MSMA_In_Development_Act1_1_0212.zip 125.25 MB · 2 downloads

 

Thanks

From Act1 1.0210:

Still getting aggro when QoH speaks, used the option in MCM you added.

While it worked, it only kicks in after current scene ends.

And just left it on afterwards, no noticeable issues from doing so.

 

Liveable, regardless

Posted (edited)
3 minutes ago, judge007 said:

Thanks

From Act1 1.0210:

Still getting aggro when QoH speaks, used the option in MCM you added.

While it worked, it only kicks in after current scene ends.

And just left it on afterwards, no noticeable issues from doing so.

 

Liveable, regardless

Thank you for testing and sharing.
Indeed, the undetectable flag needs to be set before a certain scene starts, to have an effect in said scene.

Edited by MSM_Alice
Posted (edited)

Hi,
I'm translating a mod into my language. I'd like to clarify if I can edit the SCPT (SCRIPT) strings, specifically the array.
For example, MSMAFaceTint[66] = "I said NO TEETH, you dumb whore!" or MSMAFaceTint[94] = "Queen of Spades"

 

or 

 

AgentSkills.Add("30: I Found Him Like That -  Infiltration can start and be extended even if you actively use paralysis on enemies as a punishment.", 1) ------->"30: I Found Him Like That -  Infiltration can start and be extended even if you actively use paralysis on enemies as a punishment."


Will this affect the mod's functionality?

 

Why put text strings into scripts at all? Can't they be placed in the "INFO" group?

3762 lines in a script group is a pain for a translator.

Edited by mk1234s
Posted (edited)
37 minutes ago, mk1234s said:

Hi,
I'm translating a mod into my language. I'd like to clarify if I can edit the SCPT (SCRIPT) strings, specifically the array.
For example, MSMAFaceTint[66] = "I said NO TEETH, you dumb whore!" or MSMAFaceTint[94] = "Queen of Spades"

 

or 

 

AgentSkills.Add("30: I Found Him Like That -  Infiltration can start and be extended even if you actively use paralysis on enemies as a punishment.", 1) ------->"30: I Found Him Like That -  Infiltration can start and be extended even if you actively use paralysis on enemies as a punishment."


Will this affect the mod's functionality?

 

Why put text strings into scripts at all? Can't they be placed in the "INFO" group?

3762 lines in a script group is a pain for a translator.

Hello!
That is super awesome, thank you for attempting a translation!

The following text arrays should 100% not be translated: 

from MSMA_BimboOverlaysManager

  • MSMAFaceTint
  • RaiderOverlaysConst
  • MutantOverlaysConst
  • GunnerOverlaysConst
  • GenericOverlays1Const
  • GenericOverlays2Const
  • GenericOverlays3Const
  • GenericOverlays4Const
  • ReferenceTagArray

 

This is the first large mod I am doing, so probably the architecture is not ideal for localisations, indeed. 

The original plan was to have all strings that need translations referenced from the script MSMA_BimboTextString.Psc,  that would centralize all translate-ble text, but at some point this summer  I saw noone was attempting a translation, so I gave up on that, and now strings are all through the scripts. 

Agent skills CAN be translated; those are okay.

If I have enough time and or if I ever can focus full-time on modding, I will probably rewrite the string infrastructure so they are all grouped in a separate file.. probably that MSMA_BimboTextString.Psc might even populate its strings by reading them from a text file., but right now the strings have to be identified in the mod's scripts. 


 

Edited by MSM_Alice
Posted
1 hour ago, darkroy131 said:

Is it not recommended to start the mod long after you got out of the vault? 


You can try it. There could be quirks; it has not been tested a lot on that paradigm, and the lore /story assumes the player is fresh out of the vault.

There are no known technical showstoppers that would stop it. 


The recommended way to start it is on a new game. 

Posted
29 minutes ago, MSM_Alice said:


You can try it. There could be quirks; it has not been tested a lot on that paradigm, and the lore /story assumes the player is fresh out of the vault.

There are no known technical showstoppers that would stop it. 


The recommended way to start it is on a new game. 

There's a few bugs when starting the mod mid save file. Mainly that you can't progress through what quest line there is. The context key in the implant menu doesn't change after you first talk to Missy outside vault 111, and you can't talk to Marina at all after that. 

Posted
2 hours ago, darkroy131 said:

There's a few bugs when starting the mod mid save file. Mainly that you can't progress through what quest line there is. The context key in the implant menu doesn't change after you first talk to Missy outside vault 111, and you can't talk to Marina at all after that. 

Ya this really doesn't work mid play through anyways - context wise or everything starting up properly (you really need to start in the vault for this to work 100%).   Context wise it works best as your level increases you are able to handle tougher monsters and as you keep going up you will be able to handle larger size monsters in progression of the game.   While this does not need to be the center of a build concept, it will be a build more often having sex or earning caps with the seduction skills.   This works with so many other mods as the main thing that it's pretty ridiculous and amazing :P 

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