The issue with the block nesting is how it relates to overall switch flow:
Python:
if holly_slut or v11_holly_change:
if holly_slut == False:
$ fholly = "shy"
h "Um... Never have I ever had sex in a public place."
else:
h "Never have I ever had sex in a public place."
$ fwade = "smile"
if v10_wc_bj == "mark" or v10_wc_bj == "mike" or (v10_wc_bj == "n" and v11_bbc) or (v10_wc_bj == "n" and v7_mark_bj):
$ flena = "shy"
l "Does a blowjob count?"
if ian_lena_dating:
$ fian = "worried"
w "Hell yeah it does."
menu:
"Drink":
//...
else:
h "I don't know... Um, never have I ever been arrested."
//...
If Lena bj condition isn't met then instead of presenting Drink/Don't Drink options the game skips this branch altogether and jumps to the "never have i ever been arrested" alternative after Holly already asked her "public sex" question.
It should be arranged as this instead, so Lena's worried reaction triggers only when she has done some public cheating, without affecting the rest of the branch:
Python:
if holly_slut or v11_holly_change:
if holly_slut == False:
$ fholly = "shy"
h "Um... Never have I ever had sex in a public place."
else:
h "Never have I ever had sex in a public place."
$ fwade = "smile"
if v10_wc_bj == "mark" or v10_wc_bj == "mike" or (v10_wc_bj == "n" and v11_bbc) or (v10_wc_bj == "n" and v7_mark_bj):
$ flena = "shy"
l "Does a blowjob count?"
if ian_lena_dating:
$ fian = "worried"
w "Hell yeah it does."
menu:
"Drink":
//...