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Version 1.1.1
8,399 downloads
Installation : Extract content on Starbound/Mods (Working with SB 1.1.1) No requirements.. Obviously conflicts with other body replacer mods. Schlongbound! I already have this mod on nexus, but don´t plan to upload more mods there... This is a body replacer mod that cares about body bounds, (it means, if you wear any piece of clothing/equipment, it wont overlay or look off) Sadly, for this to work almost flawless, i didn´t add testicles at all. That must be done as a stand alone equipment mod, maybe adding some clothes with flying testicles included, idk, This is just an option (an updated one tho) The body replacers included are : (Install one 1 of each race you want) -Human male : with a fixed red color on tip. -Apex male : 2 versions, red tip, and body colors (shown in screenshots) -Floran male : body colors -Glitch male : body colors -Novadudes male : body colors ----Bonus SchlongboundFem file contain the nude bodies of : -Human female without bra. (Or Futa, i think its called) Note: -Avian and Hylotl i don know yet because i feel they need an special shape like the mod "Bird with cocks" (that i can´t find anymore) If you are all ok with this kind of shape, say it and i make/upload them. Also, no more female bodies of another races for now... -Also if any of you want to do some colaboration, ask and i will gladly help. Troubleshoting : If you have another body mods, the game select the last one it reads.. and it reads alphabetically... So, delete the last one, or rename the earlier one (folder on Starbound/Mods) HAve fun! -
Version 1.3
1,834 downloads
Update 1.3 Spacefarer broke this mod... i uploaded a new working version. "DELETE" the old one and unpack the new one (dont rewrite) Installation: HARD Requirement : Gaybound Unificator Prism (bought on Terramart) Installation : Extract content on Starbound/Mods Mod Works with Starbound 1.3 Vantelyx´s Merman Lords ! Vantelyx was a human who wanted to live on water, he often watched Hylotl people with envy and desire. So when he grew up, he studied hylotl nature to afterwards conduct some cuestionable experiments to turn humans in half Hylotls. And so he achieve that and more!! You can find Vantelyx services on the Unificator Prism He will sell you (changed) 500 each imbued eggs with special properties He will sell : - Red merman egg - Green merman egg - Blue merman egg - Orange merman egg - Yellow merman egg and - Purple merman egg New! -Exotic Blue egg + -Exotic Green egg + -Exotic Orange egg + (at 1000 pixels each +) (They do exact same of their normal versions, but they have another color themes) Notes : New! They now have 2 sets of animations.. one for iddling before harvest (Thet just piss with their flacid junk) And the “Ready to harvest one (Hard on, and occasionaly they will touch themselves) -They are all Relocable with the relocator gun New! -Each of these can be HARVESTED for special materials, like Scroched cores or Venom samples, nature fibres and Stimpaks (of course with their own %chances to drop) -These merman people work in the same way of fluffalo, in terms of position. Can only be killable with lava/poison or wild monster attacks. (also cannot be captured) -They move, sleep and…. jerk off…. And have their own particle effects when ready to harvest. -Note : they don´t produce liquids (i poured them there in the screenshots for test pruposes). Be Nice with them -Undare -
Version 1.1.1
3,156 downloads
I will try to port my mods here to have a static place to be able to check and update them often. As many of you may know, i mostly do gay mods (maleXmale) But sometimes i did before some straight variants, (and i may be keep doing it) I am new to the forums and posting, so anything i may be missing feel free to let me know (aside from the 15 forum rules i have read by now) Also Sorry for my english in advance, (not my main language...) Hope you like my mods, and as for new Updates to Starbound, i will be updating broken mods to new version and add new mods as new mechanics became avalible to MODify. Now for the main mod : Description : Very talented fellows offering controversial ways to deal with criminals, or reseaching the posibilities of the male nature were reached out by the mysterious order of the prism. Now you can reach their services via the prism and conduct your own adventure throug male/dude managment in many kinds Installation : (After download, you can find it in the TERRAMART store) Working with Starbound version 1.1.1 Installation : Extract content on Starbound/Mods (added a Reference image on screenshots) Notes : -This is the core mod to make my other mods work. -All folders have odd names sometimes, it affect the load order, its absolutely important they stay that way, No Renaming or misplace them in other folder than "Starbound/Mods". -You can recognize the right folder because there is an empty file named "mods_go_here" Mods who use this : -Juice Dudes -Merman Lords -Fast food -Honeysmith -Ruinspawn Covenant -My First Whorehouse -Manly Rancher More to come.. Undare -
Version 1.05
2,780 downloads
This mod adds Sexbound_api support for the Draenei race This requires the "Draenei Race" mod https://community.playstarbound.com/resources/draenei-race.1885/ As well as Loxodon's Sexbound API (Version 1.14.1 or later) http://www.loverslab.com/files/file/4337-starbound-sexbound-api/ And Loxodon's Aphrodites Bow http://www.loverslab.com/files/file/4469-starbound-aphrodites-bow/ Installation: Simply Unzip the folder and place the SexboundAPI_draenei folder in your Starbound mods folder. -
10,929 downloads
I edited several of the sprites making them lewd, mainly posters and shopkeepers. What items etc. does it change? -Nuru is now topless. -The Terramart Floran is now nude. -The Sign Store Hylotl is now nude. -The 2 Stop Teleshop vendor is topless. -Several Human and Hylotl posters now contain nudity (see images). -The hylotl fashion hologram has nudity in it's animation. No new items were added, It will simply replace the sprites of the modified objects. -
Version 0.1
1,242 downloads
STARBOUND ANIMATION FRAMEWORK DESCRIPTION: My first mod ever! This mod is [eventually going to be] a modder's resource to handle animation of the player and NPCs in Starbound using their active visual assets. No cloning, no fakes, and no 'invisible' replacements - this framework aims to use the actual characters as they exist and animate them. This mod does nothing on its own, but enables players to create and include .sequence files that the framework uses to animate the characters. Important notes: - THIS MOD IS PRE-ALPHA AND SHOULD NOT BE USED ON SAVES WITH LONG HOURS. YOU HAVE BEEN WARNED. - This is, at this point, an in-progress proof of concept. It is quite incomplete, though a lot of work into trying to make it as bug-free as possible has been done. This is more meant for modders to be able to poke around and see how I intend to implement this once current showstopper problems are fixed or worked around. - It is currently in a heavy debugging state - it WILL flood your starbound.log with stuff that I use/need to see that things are progressing, though I have turned off some of the more spammy ones. Installation: Just extract the animFramework_pre_alpha.zip and place the extracted animFramework folder into your /gamepath/Starbound/mods folder. That's it. How to make it work: When you first get this mod in your Starbound, it won't do anything. You will have to manually start the invisible quest that runs everything by going into admin mode (type in: /admin) and entering in the following command: /startquest "'animFramework'" (single quotes INSIDE double quotes - this is necessary or you'll just get an error). Once the mod is running on a save file, you shouldn't need to do this again. I intend to automate this in the future. After the quest is running, you'll need a way to start the animation. I have included an activeitem that takes the place of some other script starting the animation process. Use the command /spawnitem animControlActivator to give it to yourself. Since the current default setup of the animFramework is to display setting up both the player AND an NPC, it will spawn a generic, naked human villager NPC to be used when you pick up the animControlActivator item. If there already is a usable NPC nearby (close to your character), it'll just use them instead of spawning another. When you use the animControlActivator, you will see a big green plus appear. This is just a placeholder to show that the animation framework vehicle has spawned properly and its scripts are working (if you don't see a green plus, something went wrong somewhere). The animation framework will then take over control of the NPC and your character and animate according to whatever .sequence file has been selected and the plus will vanish and return control to both the player and the NPC when the sequence is finished. .sequence files - how do they work? The .sequence files are the bread and butter of the animation framework. (Check the resources below) I have also included three sample .sequence files for people to poke at/look into, called "testOne.sequence", "testTwo.sequence", and "testThree.sequence". Just know for now that the default one called for the example is testTwo.sequence. Known issues: Due to this being pre-alpha there are a lot. I will focus on the primary ones: Not tested for multiplayer compatibility NPCs do not animate (they just stand there, though their emotes do change) - Currently a showstopper, might be a hard engine limitation Participants currently do not change their facing direction as they should in accordance with the sequence Resources (helpful for understanding how to build assets for and use this framework): Breakdown of the .sequence file Expanding the Spritesheets to increase animation possibilities (Part I) (Part II) -
The Starbound Animation Framework .sequence files
Severyx posted a blog entry in Severyx's Modding Foray
This entry will be expanded upon as the Starbound Animation Framework (SAF) is further worked upon. The SAF posts are primarily directed at modders who intend to use the Starbound Animation Framework or create their own animations for it. Hopefully this post becomes a sort of tutorial in creating animations for Starbound using this system. Let's get into some detail about the Starbound Animation Framework and how it utilizes the new json configuration type I've introduced: .sequence files. First, let's get a look at what a .sequence configuration file looks like: Bunch of stuff in there! Let's break it all down. For those of you unfamiliar with JSON format, it's actually really simple. Unfold the following 'spoiler' to get a crash course. "name" (string): This is, obviously, the name of the sequence. This should match the name of the sequence file name and cannot be empty.In this case, the name of the file is testTwo.sequence [*]"receivers" (number): This is a number used to denote how many receivers there are in this animation sequence. A receiver is, in the case of use here, a character getting pounded. Currently limited to 1 OR 2. Cannot be 0, ever. Solo animations consider the one character as a receiver. [*]"givers" (number): This is a number used to denote how many givers there are in this animation sequence. A giver is opposite of the receiver, that is, the character doing the pounding. Currently limited to 0-3. The giver and receivers are internally used aren't necessarily locked to the role of giving and receiving. Since positioning, animations played, and facing direction are controlled during the animations, a giver can appear to receive during the animation. The important thing to remember is that when the animation framework assigns a character to a giver or receiver position, it will use that through the entire sequence. Example: If the player is the giver and an NPC is the receiver when the animation begins, the player will always be 'giver' and the NPC will always be 'receiver' until that entire sequence is done. You CAN, however, give the player 'receiving'-type dances to make them LOOK like they are getting pounded despite having the role of 'giver'. [*]"stages" (number): This is the number of stages the animation sequence has. This allows you to have the characters swap positions and change to new dances mid-sequence. There is no limit to how many stages there are, but the number of durations and the number of dances, emotes, and facings for EACH PARTICIPANT must be equal to the number of stages. [*]"durations" (array of numbers): This is how long, in seconds, each stage will last. The go in order, so the first number is duration of the first stage, the second number is for the duration of the second stage, etc. [*]"receiverAnchors" (array of arrays of numbers): This is an ordered set of lounge anchors used to position the characters (more information in the Animation Framework portion). Each array inside the main array corresponds to a receiver character. In this case, there is only one receiver in this sequence so there is only one set of receiverAnchors. Were there 2 receivers, it would look like this: [ [1, 7, 1], [3, 5, 3] ] with the green array referring to the first receiver's anchors, and the yellow array referring to the second receiver's anchors. Each number inside the character's set is the loungeAnchor they will use per stage. The first number is where they will position in the first stage, the second in the second stage, etc. In this case, the receiver will be on the left (anchor 1) in the first stage, on the right (anchor 7) in the second stage, and back to the left in the third stage. There are 3 stages, so there must be 3 anchors in each character's array. [*]"receiverFacings" (array of array of numbers): This is an ordered set of character facings used for each stage, similar to receiverAnchors. There are only two numbers to be used for each character's stage. 0 faces the character left. 1 faces the character right. 1 receiver means 1 array of facings. 3 Stages means three facings for each receiver. [*]"receiverDances" (array of arrays of strings): This is an ordered set of dances for each receiver's stages, structured similar to receiverAnchors but with strings instead of numbers. The dances are what ACTUALLY make the characters perform their animations (see my previous blog about these), and they are referred to by their name. In this case, the receiver will play the "playerStanding" .dance file during the first stage, playerKneeling.dance in the second stage, etc. 1 receiver means 1 array of dances. 3 stages means three dances in each array. If you misspell a dance file name, STARBOUND WILL CRASH. Make sure you get it right! [*]"receiverEmotes" (array of arrays of strings): This is an ordered set of facial expressions the receivers will show during each stage, structured similar to receiverDances. Emotes are referred to within script by their name. It might be good to get a reference for the actual names the game uses. 1 receiver means one array of emote names. 3 stages means--- you get the idea. If you misspell an emote name, STARBOUND WILL CRASH. Make sure you get it right! [*]"giverAnchors": Same as receiverAnchors, but for the giver positions. Can be empty if the number of givers is 0. [*]"giverFacings": Same as receiverFacings, but for the giver positions. Can be empty if the number of givers is 0. [*]"giverDances": Same as receiverDances, but for the giver positions. Can be empty if the number of givers is 0. [*]"giverEmotes": Same as receiverEmotes, but for the giver positions. Can be empty if the number of givers is 0. [*]"tags" (array of strings): This is an unordered array of tags that the sequence applies to so that the animation framework's sequence loader/utility can narrow down a list of applicable sequence animations to choose from when an animation needs to be selected (sexlab style). This has not been standardized yet, and won't be until the framework is in a more completed state and I will go over seqUtil.lua functionality at a later date. You will get a warning in the log if your sequence doesn't have tags. Lots to absorb, I know! However, I tried to include as many useful properties as necessary in order to make the animation framework as useful as possible from the beginning so that I wouldn't have to go back and refactor entire chunks of code when certain core features (like tag searching) were included. Every .sequence file needs all of these things. If anything is missing, empty, isn't the right type of data (you put "" around a number, for example), or doesn't match up (you have 3 stages but receiverDances only has 2 dances per receiver) the sequence loader in seqUtil.lua will NOT include your sequence when it loads them! The only exception to this is the tags property, but your sequence cannot be sorted by tag searches if you have none. It will, however, list out all of the problems with the sequence configuration in the starbound.log file so you can find and correct them. This took longer to put together than I expected, so I will go over SAF API functionality in my next blog post! -
View File I edited several of the sprites making them lewd, mainly posters and shopkeepers. What items etc. does it change? -Nuru is now topless. -The Terramart Floran is now nude. -The Sign Store Hylotl is now nude. -The 2 Stop Teleshop vendor is topless. -Several Human and Hylotl posters now contain nudity (see images). -The hylotl fashion hologram has nudity in it's animation. No new items were added, It will simply replace the sprites of the modified objects. Submitter timmeh Submitted 10/03/2017 Category Adult Mods Requires
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From The Nexus, It's Starbound Exotic Goods. It Was Good, But Now It's Outdated. If Someone Would Like To Update It, That Would Be Great! Original Credit To anipsy. Exotic goods-380-0-7a.zip
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It's been a long time since any mods came out for Starbound that have been worth looking at for a long time, especially adult Oriented mods. It leaves me wondering if making a sex mod for the game would actually be possible. Anyone know of any (Adult Oriented) mods for the game that are stable, or anyone willing to work on such mods? (proceeds to hint at Sexbound mod like Sexlab)