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Version 1.0.0
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AI Emma has taken N54 News by storm! This mod sexualizes channel 1 N54 news by completely changing the vocals to AI Emma Watson, as well as changes all of the TV graphics for N54 and edited new videos to accompany them!! AI Emma will have quest specific and concequential news stories that will change based on your decisions, just like with Gillean Jordan in the vanilla game. When you eventually meet her in person, her dialogue lines will also be Ai Emma. Some radio and fluff TV new stories have been totally altered with different lines or at the very least altered slightly, However there are some news stories that are important to the plot, so I've kept their original context while still adding a little bit of spice to go with it! Works with update 2.12! Some small quirks about the mod: Sometimes, the game will mix up the videos and actual news stories. This seems like a glitch with my mod but I learned the hard way that sometimes the game will just unfortunately do that. Every now and then, the audio for the stories will not play, but won't happen always and it seemingly is random so there isn't much I can do about it that I know of. (let me know if you also get this glitch) Mod will conflict with any other mod that changes N54 Channel 1. Mod also changes a few graphics in a few places, like N54 Decals, to keep Ai Emma consistent in the world/lore of your game. Unfortunately I couldn't figure out how to change the subtitles that will pop up for the videos, and I don't think I will go looking to try either. This mod was a lot of work and I'm not looking for more. Some useful facts about the mod: All videos and images have been sourced from Pornhub, JavGuru, and RedTube nearly exclusively, all actors are of age. AI Emma was created using several interviews on Youtube throughout the years but mostly recent ones with the best quality audio I could. VIDEO EXAMPLE Cyberpunk 2077 2024.02.26 - 21.48.57.08.mp4 INSTALLATION Download the .Archive file and drop it into your mods folder. SteamLibrary/steamapps/common/Cyberpunk_2077/archive/pc/mod MY OTHER MODS Cum Facials - sexualizes graffiti, stickers, magazines and more! Gooner Decor - sexualizes world assets Emma Watson N54 News Reporter - Sexualizes N54 News by making it NSFW Ai Emma Watson- 21 comments
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** EFFECTIVE IMMEDIATELY ** I've decided that given their careers (SHE - A Sex Ed Teacher HE - A Law Clerk), Tom & Kris will join the ranks of REAL married couples who will make porn content (Some live & Some on demand) for AEP.com TO DO THIS - I will optimize their Penthouse Apartment for streaming & install streaming equipment mainly from the High School Years Pack ** WHILE THEY WILL NOT BECOME PORNSTARS IN THE TRADITIONAL SENSE ** The SHARING of their content COULD create some controversy AS A TEACHER - Kris would run the risk of her getting the image of... * AMONG THE STUDENTS - Being the "School Slut" whom they would LOVE to fuck KNOWING that THEM making videos OR TAKING SCREENSHOTS of the session & sharing them would INFINITELY increase their followers & make them look MORE COOL (Even amongst the girls in their own way) * AMONG THE PARENTS - A potentially Homophic image that A PROFESSIONAL PORNSTAR is teaching their kids about sex (I'll let you use your imagination as to the extent AS A LAW CLERK - Tom could potentially get the image of being the guy in the office EVERY girl & woman would want to fuck just to get a feel of what it's like to be fucked by A PORNSTAR (Even though he really isn't a pornstar). OF COURSE, this rumor would be spread around the office too TO KEEP THEIR MARRIAGE INTACT - Tom & Kris have decided to have AN OPEN MARRIAGE as this would give them the flexibility of fucking people ON the jon while fucking each other OFF the job And if you think PREGNANCY will slow them down.... (Insert THINK AGAIN meme )
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Deleted Scene: The Simsfather, Part I - Falcone and Vinci Go To War
Kingfish95 posted a blog entry in The Simsfather, Part I
Local newspaper outlet, The Willow Creek Times, reporting on the Falcone-Vinci War that took place in the Summer of 1945 This takes place in Chapters 12 and 13 of my story, "The Simsfather, Part I"-
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Today's update is going to be a relatively short entry in comparison to the rest, but packed full of important changes. There has been more talk among the team regarding the Primal Magic subschools, this is where the bulk of the changes and attention are going to be at for the next week or so until we can get these critical details ironed out. The Subschools Strike Back! After another session of discussion, the team managed to nail a few more things down in regards to how the much-debated topic of Primal Magic subschools should be handled. In the end, we decided to condense the previous four subschools of magic into three instead. We liked the idea of separating the new spells and abilities by type, so we just couldn't do away with the subschools as we had previously wanted to. However, the functions of the Ferocity line have been changed significantly. In the same manner, the Allure line has been merged into Growth because many of their spells and abilities overlapped. The Decay line has been renamed to Wrath and changed in function moderately. Growth The Growth subschool has changed quite a bit in terms of role. Before, the Growth line focused on keeping the player alive primarily by means of healing and a handful of spells/abilities which merely hampered or slowed down enemies. With the Allure line merged into it, the player will have the ability to call upon spells and abilities which may also seduce or incapacitate foes temporarily. In addition, you will also have access to spells which improve your magical and/or elemental resistances to enhance the player's overall survivability. Most of the spells will be plant-based, meaning they'll derive their power directly from the trees and vegetation around the player character. While there might be some offensive spells, they will be typically less powerful than the wrath line. Ferocity Ferocity has changed significantly. Originally, this line was the bread and butter of any self-respecting Primal Magic user (and to some extent, it still might be), emphasizing damaging spells and damage enhancement. Now however, the Ferocity subschool will be responsible for handling all of the player's shapeshifting abilities and combat enhancements. The player will be able to temporarily take on the form of several types of animals to fill in certain roles during melee combat. For example, transforming into a bear will grant the player a damage resistance boost and health; the tanking archetype. Saber tiger form will improve the player's melee damage and attack speed during combat; the damage dealer archetype. Wolf form will make the player faster, see in the dark, and other unique attacks; the traveller/jack-of-all-trades achetype. Ideally, this form could be used for travel or as a means to ambush enemies. It was worth mentioning that these shapeshifting abilities will likely not come in the form of spells, but rather abilities bound to your shout toggle. You will be able to hop in and out of them at will. The longer you remain in animal form, the more your primal urges bar increases. To really get the most out of them, you will need to invest heavily in the ferocity tree, otherwise you will find your urges bar maxing to quickly. Wrath The new damage-oriented line will be the Wrath school. This particular specialization favors high damage spells in combination with crippling or disabling spells. These spells will be elemental-based, meaning they will use elements such as water, earth, or air to inflict wounds onto their target. Wrath spells will consist of things like thunderstorms, tidal waves, rock entombment, and other similar elemental attacks. In a sense, this line will serve a similar role to what you can expect from the destruction school of magic, except that it might be more powerful given the arousal cost they may have attached. The spells will all be distinctly unique from what already exists of course. The Three Sages As we touched on last time, we made mention of the handful of wise and very powerful sages; the masters of Primal Magic. Unlike we planned before, there will only be three of these sages scattered throughout Skyrim rather than trainer and an entire tribe. Each of these sages will be the master of a certain subschool of Primal Magic. They will offer to teach and train the player in their respective field of expertise in exchange for completing tasks or doing "favors" for them. All three of them will be extremely reclusive, and hesitant to take in the player as an apprentice at first. Fortunately for you, they'll eventually come to trust and warm up to you after completing some initial tasks and behaving in the way they expect you to. Through serving them you will also complete an overall plot quest. Due to how few primal magic users exist in the world, they will no longer tie into the foresworn. Instead, primal magic will be a force that has always existed, but so rare that few know of it. Now with the lore direction out of the way, let's look at these sages in detail now: (Please note that we don't have any names for these characters... yet) The Ferocity Sage Name: ? Race: Nord (?)* Sex: Female Personality: Aggressive, dominant This Sage is a particularly fiery one, as her name hints. She'll be the most aggressive, ill-tempered, and rude. She will likely be first to attack and slaughter an encampment of settlers creeping close to her forest, rather than to even bother asking questions. This sage will spend most of her time shapeshifted and hiding in her forest, stalking prey. When she is not out mauling poor travelers or some sob for trespassing into her territory, she will likely be found in her hideout somewhere in The Pale, the northern part of Skyrim which is covered in permafrost and fresh snow. Sex will almost always be rough with her and she will be the only one on top. Her expectations from her apprentices are very high and she loves to dominate and command her apprentice, whom she sees more like a minion and less as a student. Bestiality can be expected from her. This Sage will have the appearance of an amazon. Tall, strong, and a well-built physique like a true warrior. *We're unsure on whether to use Nord or Redguard for this sage. The Growth Sage Name: ? Race: Bosmer Sex: Female Personality: Passive, laid back, lustful The Growth Sage will be the most laid back and peaceful of the three. She will live in secrecy somewhere in the warmer southern regions of Skyrim. What is the most notable from this Sage is the fact that she has an extremely high libido. If she isn't found pleasing herself, she'll surely be found having someone or something do it for her instead. She will routinely ask the player (or even seduce at times) for sex as part of their "training". Sometimes, she won't even bother hiding it and just have sex with the player for fun rather than for ritualistic purposes. Her style will emphasize foreplay and sensuality during intercourse. Unlike the Ferocity Sage, the Growth Sage is the slowest to react and prefers to let someone else deal with a problem unless it becomes severe enough to warrant her immediate attention. Speaking with her will always be a pleasure (pun intended), as her dialogue will be full of sexual innuendo and very flirty in nature. This Sage's appearance will favor a seductive slender build, soft skin, large breasts, and radiant beauty in general. The Wrath Sage Name: ? Race: Breton Sex: Male Personality: Authoritative, demanding, judgmental Of the two other Sages, the Wrath Sage will be the most focused and wisest. This guy means business and will not put up with an apprentice's bullshit or cockiness. He will demand respect from the player character for their apprenticeship to work. At first, he will expect the player to be submissive, subservient, and tend to his desires (blowjobs, quickies, etc). He will also be the one in control during sex. Above everything else though, the Wrath Sage is a fair person who can appreciate power that isn't his own and eventually come to treat you as an equal after earning his trust and respect. He is very observant, tactical, and cunning. However, when he passes judgment, it will always be final. The Wrath Sage will be a strong, handsome man, but will also emit an aura of command and attention by his confident nature. Just because you live in the wilds doesn't mean you can't have civility. A Creator Is You! Fans, here's your time to shine! We're currently looking for character submissions which will become the personality for the Growth and Wrath sages. In order to make a submission, your character must meet certain criteria. The guidelines go as follows: Common Guidelines Ideally, we prefer that you use Navetsea's skin textures, Mature skin textures, SG Textures, or Real Girls textures. We encourage the use of cosmetic enhancement mods such as RaceMenu or ECE. No barbie dolls, anime characters, or celebrity look-alikes please. All character submissions must have the following pictures: front full-body, side full-body, back full-body, face close-up, face profile. Anything else is up to you so feel free to get creative on a couple of them. We prefer portraits, but full-body pics are also welcomed. Just be sure to include one or two good close-ups of the face. The use of ENBs and/or lighting overhauls are highly encouraged, but please, no photoshopped pics. Ferocity Sage Must be Nord or Redguard. Keep the makeup to a minimum on this sage. She is a warrior, not a beauty pageant contestant. Light eyeliner, eyeshadow, and lip tint is fine however. Darker colors are preferred if using tints. May have a "butch" look, but be sure to keep her mostly feminine. Hair is preferred to be kept short or in a bun/ponytail. Must be kept to shoulder-length at most. Growth Sage Must be Bosmer. Must be made using Ethereal Elven Overhaul. No exceptions. There is no limit on how much makeup this character can have. But once again, no barbie dolls please. Gentle facial features are preferred, but face can be of any shape. Wrath Sage Must be Breton. Must be male. We prefer that all submissions use Geonox's hi-rez facial normal maps. Ideally, we would like this sage to look young (mid 20s to mid 30s) and have a "I-can-kill-you-by-fucking-looking-at-you" appearance, yet have gentle facial features. May be slightly feminine-looking, but prefer a masculine appearance. Hair may be short or long. If there are any questions regarding the guidelines, please feel free to leave them as a comment on this entry. Otherwise, happy character-making! We anxiously await your submissions! The selected character models will be announced in an upcoming entry. p.s. no shinies 4 u today!
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- Call of the Wild
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Entry 3 - Burning Questions, Feedback Review, & Talking Chipmunks
Deep Red posted a blog entry in Call of the Wild - Dev Blog
Sorry to keep anyone who may be interested in Call of the Wild waiting anxiously for another entry. It's been a really hectic past 2 weeks and the team, including me, haven't had a whole lot of time to do as much as we would like to unfortunately. Hopefully, this long ass entry will make up for the lack of updates in the past month. On the flip side, Frostbrand and I did manage to iron out a great deal of details regarding the quest progression, piercings & equipment, Frostfall compatibility, shapeshifting abilities, reworked some spells, and touched up on the capstone abilities. After carefully reviewing all the good feedback you guys have been leaving and taking into consideration the possible benefits & drawbacks of our choice, we have come to a decision in regards to quest progression. As with any major decision, it didn't come without heavy debate and a comprehensive plan. Naturally, there's bad news but also good news to go with it. The Bad News Foreword To start off, we're going to dive head first into the bad news. (because I know you like good news so much ) If you have kept up with Call of the Wild's development from the very beginning, you'll know that we originally planned for the new sexual spells to be based off "subschools" of magicka. Each subschool was to be derived from a vanilla school (destruction, alteration, illusion, etc), keeping its "flavor" but adding a twist to it. A twist like... oh, I don't know... SEX. Without stating what is already obvious, we'll cut to the chase. Perks, Magick Subschools & Perk Trees The Allure, Decay, Ferocity, and Growth subschools of magic will likely be scrapped in favor of a more centralized MCM perk tree. The reasoning behind this was that modifying or even overhauling perk trees would cause an assload of incompatibility issues for players who use mods like SkyRe or similar mods. It would be unfair to force players to uninstall such a popular mod for the sake of being able to use CotW. The drawback to this is that we will likely have to cut down on the number of perks we had originally thought there would be. Reworking perks and perk trees isn't very fun at all, at least not for us. Forcing the player to spend those hard-earned (assuming you don't cheat!) perk points on what might probably be overpowered/underpowered perks doesn't seem like a very appealing idea for anyone either. What this means is that we'll have to rethink our approach and go the MCM menu route instead. We're aware that some of you might not like nor use SkyUI, but we feel the functionality this menu grants is too valuable to pass up. Quest Progression Now comes the part you've all been dreading. After a great deal of consideration and discussion with Frostbrand, we've come to the conclusion that there will be a need for interaction with other sentient beings in order for quests to move forward. Even though a great deal of you preferred to keep human contact to a minimum, if at all, there will be plenty of opportunity to play as the reclusive druid. Visiting the Thornwood Covenant tribe village will most likely be kept optional to an extent. The vast majority of quest progression will be done outside of the village, on your own, and well within mother nature's domain. You will seldom be required to interact with someone outside of the tribe, but you will frequently be interacting with nature's beasts and possibly doing radiant quests such as protecting the Skyrim's forests from encroachment by people. The Good News Foreword We're aware that to some of you, this may not necessarily be good news at all. Please keep in mind that almost every decision we make is based off or influenced through your feedback and we don't take each lightly. Unfortunately, there are some aspects of Call of the Wild which you might not have a say over because this is the way we as a team envision the end product. Anywho, on to the good news! Subschools of Magick, Perk Trees, and You As mentioned before, the new perks and abilities unique to CotW will come in the form of a MCM menu skill tree. Unlike the default skills system already in-game, these new perks and abilities will not cost you a single hard-earned perk point. Instead, you'll be earning some form of "XP", leveling these unique skills, and spending special points on the new perks. For now, we'll unofficially call these new "points" Primal Points, for a lack of better term. The new skill system will imitate the way S3 handles it's Slaver skill, but with a menu to facilitate Primal Point distribution, progress tracking, perk planning, and even to unperk from any given branch of the Primal Magic perk tree. The upside to the centralized perk tree is that it will keep the confusion of having several new skill sets to a minimum and will ultimately make the new perk system a whole lot cleaner and user friendly while remaining complex enough to keep the player engaged. As Frostbrand and I continue to discuss perks and abilities, we'll make a final decision on whether we should keep or completely do away with the originally planned subschools of magic in CotW. Remember, nothing at this point is written in stone and is prone to constant change. Quest Progression When touching on the quest progression topic, this was a lengthy and difficult debate. Personally, I favored a progression system where the player can keep human (or elven) contact to an absolute minimum and the quests themselves would focus on the player interacting with their environment, creatures, deities, and the likes. Ideally, the player would only ever need to come in contact with other sentient beings is to either have sex with them or to pry something from their dead fingers. Unfortunately, that will not be possible for several reasons. The first being that creatures in Skyrim are generally very dull and lack animations aside from the basic movement and attack animations. While there are bestiality animations, there is only a handful of them compared to the relatively large collection of animations for humanoids. The second reason is that it limits what we can do with the plot of quests. While CotW is primarily a sex mod, we also have great plans for creating an expansive arc of content-rich quests, which will ultimately form a story for players to enjoy. The way we see it, there is only so much you can do with creatures in the way of plot devices to keep the quests interesting and engaging enough to want to actually do them. This is where the Thornwood Covenant will step in and save the day. However, this isn't to say that you will be forced to follow around and serve a bunch of loonies living out in a garden of weeds. There will still be plenty of opportunity to lean away from your tribe and its people to do some of your own discovering and progression. Interacting with your tribe will be largely optional, with the exception of a few critical features of CotW such as learning your first Primal Magic spells, getting your first tattoos inked on, tribal orgies, and for "orientation" on your new abilities as a member of the Thornwood Covenant. After the initial stages of CotW's questing, you'll be set free and allowed to do your own thing. A good portion of the quests will progress on the periodic interactions with four wise and powerful sages, which will be hidden and scattered across Skyrim living in solitude (not the city! @_@). The plan originally was to have each of these sages be a master of a single subschool of Primal Magic (Allure, Ferocity, etc). The higher level spells and capstone abilities will all be learned from these sages once you have progressed enough through the quest arc where you will need to reach out and find them in order to advance your training. The quests from the sages would be a variety of things such as acquiring an ancient forbidden tome, collecting rare ingredients (ingredients unique to CotW) from dangerous locations, performing sexual favors for them, slaying Forsworn trying to expand into your forest, amongst many other things. Doing these smaller, meaningless tasks will eventually earn you their respect and begin to trust you with more important things. At each stage, they will offer to teach you a new spell or capstone ability, ink you with another tattoo, or teach you a new ritual which you can perform on your own later. We may or may not include interaction with creatures like spriggans or wisp mothers at this point, but there will be ample opportunity of bestiality. Man Overboard! As many of you have probably noticed, RangedPhoenix is now on a hiatus, which means he'll probably not be involved with CotW's development. He has stated in his own blog that he'll also be shelving the mod he was working on independent of CotW. Hopefully he will return in the future. You can read the details about it on his blog here on LL. Moar Shinies from Johnny's Vault! And the part of the entry that you've all been waiting for is here! Here are some more screenies and pics of stuff I've been doing for Call of the Wild. Some of these are actually pretty old, but decided to show you guys anyway for hell of it. Again, none of these pics represent what will be in the game or how they will appear in-game once CotW is released. As always, everything beyond this point is NSFW! A set of older pics of labia piercing concepts. Largely intact still, but without the Ankh. New bone piercings for the nipples! A revised version of the older labia piercings. Got rid of the dangling bits, thought they were too much.. still not satisfied though. This is an alpha version of an early perks concept I put together a while ago. Needless to say, after deciding to scrap perk tree overhauls, this is largely irrelevant now. It's still a nice concept though. The perks would automatically turn into penalties upon equipping a piece of armor or clothing, and revert back into a boost when taken off. Fully functional, but somewhat inconvenient to the player since you had to spend perk points. It was also unbalanced and could become extremely crippling, or stupidly overpowered at times. Bonus Pics! While on the subject of mother nature, here's what the spriggans thought about being made less important within CotW. Fair word of warning, these have nothing to do with CotW nor its development!- 2 comments
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Hello there ! Just a little entry to show some tests I made with an ENB I switched to : Mythical ENB, which should, I hope, offer a better atmospheric scenery for screenshots. Feel free to say if this new artstyle suits you, or if o prefered the previous one, Maybe I'll switch back. Anyway, here's how it looks : (without/with ENB, if it's not obvious) Anyway, beside that, I've had some fun with Kunjin, just to tinker some details, so here's some screens and Videos I captured before I changed the ENB : And Finally, here's a sneak peek about an ongoing story I shot and working on :
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BREAKING - Tom & Kris To Become Homemade Pornstars
PC Naughty Gamer posted a blog entry in ** LEGACY GAME **
** EFFECTIVE IMMEDIATELY ** I've decided that given their careers (SHE - A Sex Ed Teacher HE - A Law Clerk), Tom & Kris will join the ranks of REAL married couples who will make porn content (Some live & Some on demand) for AEP.com TO DO THIS - I will optimize their Penthouse Apartment for streaming & install streaming equipment mainly from the High School Years Pack ** WHILE THEY WILL NOT BECOME PORNSTARS IN THE TRADITIONAL SENSE ** The SHARING of their content COULD create some controversy AS A TEACHER - Kris would run the risk of her getting the image of... * AMONG THE STUDENTS - Being the "School Slut" whom they would LOVE to fuck KNOWING that THEM making videos OR TAKING SCREENSHOTS of the session & sharing them would INFINITELY increase their followers & make them look MORE COOL (Even amongst the girls in their own way) * AMONG THE PARENTS - A potentially Homophic image that A PROFESSIONAL PORNSTAR is teaching their kids about sex (I'll let you use your imagination as to the extent AS A LAW CLERK - Tom could potentially get the image of being the guy in the office EVERY girl & woman would want to fuck just to get a feel of what it's like to be fucked by A PORNSTAR (Even though he really isn't a pornstar). OF COURSE, this rumor would be spread around the office too TO KEEP THEIR MARRIAGE INTACT - Tom & Kris have decided to have AN OPEN MARRIAGE as this would give them the flexibility of fucking people ON the jon while fucking each other OFF the job And if you think PREGNANCY will slow them down.... (Insert THINK AGAIN meme ) -
Dixie (Part One) (Part Two) will be a Down Home Country Girl who will have given in to her naughty inhibitions & shed the hay of Henford On Bagley in favor of a luxrious & pampered lifestyle on San Myshuno where she will be the rising slut pornstar her creator Santana Red made her into Though she'll be related to the Collins family, the Collins family (Part One) (Part Two) will be an unplayed household living on the big news mentioned below (This is so she can doing incestuous livestreams with the family ESPECIALLY her younger brother whom she hopes to get into the biz The Collins family will be farmers living in a farm on the big 64x64 lot on Henford On Bagley but they'll be FAR FROM your ordinary farm family as they'll have inhibitions of their own which they'll cave in to - Incestuous ones (And YES Dixie WILL be involved when visiting the family & vice versa. In fact, she'll be spending LOTS of time teaching her younger brother how to fuck & treat a girl right while doing it (Basically, she'll be his Sex Ed "Teacher") Dixie willl also be working to try to get him "In the biz" of being a pornstar in his own right too as the two will be making videos
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Dixie Collins & The Collins Family
PC Naughty Gamer posted a blog entry in ** MY FAVORITE SIMS VIDEOS **
Dixie (Part One) (Part Two) will be a Down Home Country Girl who will have given in to her naughty inhibitions & shed the hay of Henford On Bagley in favor of a luxrious & pampered lifestyle on San Myshuno where she will be the rising slut pornstar her creator Santana Red made her into Though she'll be related to the Collins family, the Collins family (Part One) (Part Two) will be an unplayed household living on the big farm mentioned below (This is so she can doing incestuous livestreams with the family ESPECIALLY her younger brother whom she hopes to get into the biz The Collins family will be farmers living in a farm on the big 64x64 lot on Henford On Bagley but they'll be FAR FROM your ordinary farm family as they'll have inhibitions of their own which they'll cave in to - Incestuous ones (And YES Dixie WILL be involved when visiting the family & vice versa. In fact, she'll be spending LOTS of time teaching her younger brother how to fuck & treat a girl right while doing it (Basically, she'll be his Sex Ed "Teacher") Dixie willl also be working to try to get him "In the biz" of being a pornstar in his own right too as the two will be making videos -
Release is expected in "late 2024 or early 2025". Didn't see it mentioned here, and it's a favorite series of mine. Hope we see the same kind of awesome modding in 3 as in the first 2. Announcement: https://store.steampowered.com/news/app/1444650/view/4696781406113034378
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I was wondering if people will be attempting to create adult mods for the game? Not sure if there are tools already with the engine or if it'd be a lot of work for somebody to make them (I suck at anything but very basic coding), but seeing nudity and face edit/swap mods within 3 days of release made me curious (though there is only one body type).
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Palworld Modding Shift : How modding should proceed after IO Store split --- --- --- This is a cross-post from my SubscribeStar - https://subscribestar.adult/posts/1372461 --- --- --- Message specifically for LoversLab and our community at The Broken Chatbox. You guys have actually been super awesome during this confusion and the response to info has been swift and understanding. I can't overstate how much I appreciate this! It's made trying to work things through much easier on our end and I also appreciate those that were willing to test between versions to ensure things were fixed and working. I've been keeping an eye open to the entire community and most places were unfortunately not so coherent and understanding, which lead to some of the issues I talk about in this PSA post. Just wanted to say this before getting into it because really my complaints don't apply here but to other places. Didn't want people getting the wrong idea, you guys have been awesome! >.< This will also be posted elsewhere in the Palworld modding scene and acts as a more general PSA. --- --- --- Well this has been a mess... Over the last 2 days we've had some really confusing changes for Palworld modding, the large Sakurajima update was super exciting but it also came with a surprise! With the update, PocketPair changed the packaging format to use a superior format with something called "IO Store", this newer format allows for fast loading and better streaming for many platforms and is a huge benefit in other categories. The issue? When the game is set to use a different packaging type, other packages become incompatible. This means mods in the older .pak format were no longer compatible with the set of IO Store .pak types, and vice-versa, meaning only one package type can be used at once. This 'broke' all previous mods Palworld had released for it, thankfully updating mods is really easy (it's a tick-box in UE5, then you just re-package and distribute the new pak format) but the community got impatient and vial toward the devs, so they reverted the change in format, but only on Steam.... (aka, Steam on old format, XBox/Gamepass on the new format) Now, this has been a mess, and it's been really confusing with inconsistent messaging. So I want to make a post here with recommendations for modders on how to properly adapt then go over the situation and try my best to explain things in more detail (like why a switch to io store was even done in the first place, explain how reverting is going to cause us more issues as time goes on, and then explain how you can help improve things as either a modder or user). --- --- --- Users/Player - Here's some recommendations on how to proceed from this point forward Rec. 1 : HAVE SOME PATIENCE. Like, holy damn, just wait for mods to be updated before storming PocketPair with pitchforks, alright? (Note, this isn't directed toward my usual NSFW audience, you guys have all been really awesome and patient. This is more targeted toward the casual crowd that lost their minds within minutes of the update) Rec. 1.1 : Building off that last point, shifts in the modding space for games that are updated over time is extremely common and it's perfectly normal! PocketPair should be making changes that are the best for them and the game and we shouldn't impede their efforts. Modders will get around to updating everything and replacements for older mods will naturally take the place of those that don't. This is all expected, it'll take some time but moving forward is a positive change. (I understand the frustration when stuff stops working, but chill, things'll get fixed ^-^) Rec. 2 : Take caution when updating from now on. Disable automatic updates for your platform and wait for experienced users to test the waters and see what does/doesn't work if your mod set-up is important to you. If you are an experienced user or modder, make sure to back-up previous versions just in-case something breaks and you need to revert for either play or testing. Even games out of early access can get a random update years down the line that breaks things (Looking at you Capcom, why did you do this to RE? What did we do to deserve such punishment? WAS IT THE BOOBIE MODS??? Q.Q) Rec. 3 : State your platform when reporting issues and, if a mod doesn't support your platform, kindly ask the modder to release a compatible version. Since we now have to support 2 different formats this means there could be differences between the 2 we're not aware of. It's always best practice to note your platform when reporting issues, but this makes it even more important. Additionally, typically when modders don't release a compatible version for multi-platform it's normally caused by a lack of knowledge or time. So be understanding and link to resources like this one so they can get a track on what's going on and what to do to make a compatible version! --- --- --- Modders - Here's some recommendations on how to proceed from this point forward To ensure the best experience for everyone, we as modders should try to support all of the latest versions of Palworld that we can. Previously that was easy since both PC versions were on the same format, even though they were technically different builds the functions and code between them were still compatible so even script mods had no issue. However, (at least at the time of writing) now we have 2 versions that require different steps to support, Steam's PC release, and then the XBox build that includes the PC Gamepass and MS Store releases. This means we need to supply 2 versions of our mods packaged for each platform from this point forward unless PocketPair decides to revert their revert and moves both platforms to IO Store (or they harm everyone by moving the xbox build back to the old format, I'll explain later why this would be a bad thing). This doesn't apply to Lua or C++ mods since they are loaded by UE4SS in an unpackaged state, but for BP mods and replacers, we'll need 2 versions. So, here's my recommendations for Palworld modders moving forward. (Nearly all of these apply even if PocketPair moves to a single format, so consider these 'best practices' of a sort) Rec. 1 : Backup versions before updating. This applies to both the game version and mod versions! Preferably you'd keep an archive of your mod releases so you can always revert or reference back if something goes wrong. In this specific case it was easy for us to just release the 'previous version' as the Steam compatible version if you had released an IO Store version. Should also be fairly well known that game updates can break mods, if you're not an experienced modder it may be best to wait for others to test the waters and for tools to be updated if required before updating. Rec. 2 : Modders should move their entire workflow to involve the UE5 editor, preferably using the Palworld Modding Kit ( https://github.com/localcc/PalworldModdingKit ). You can find a guide to setting up the modding kit on the modding wiki ( https://pwmodding.wiki/docs/category/palworld-modding-kit ). It looks daunting at first, but don't worry, once things are set up it's rather simple. The reason for this is reliability and consistency. I've been telling modders in our community to set up and use UE5 for their mods since it allows a lot more advanced workflows and ensures their set-ups survive changes like this. (Also worth noting, UE5 is required for animation importing, which is a bit of a focus for our community...) If you're looking for another guide on this matter, you can check out my SCake animation importing guide (no NSFW images in the guide itself, don't worry - https://www.michaelpstanich.com/article/SCake_HowToMakeAnimsGuide ) For everyone that followed this advice the IO Store change was just a tickbox in the editor and a repackage, it took less than 10 minutes to push a new version out and was fairly painless, everyone should be shifting to workflows like this one to prevent breakage in the future. Rec. 3 : Package a version for each format/platform which means 1 for Steam with the old format and 1 in the new IO Store format for XBox/Gamepass. If you set up UE5 and start using ChunkIDs to separate your mod packages properly then this should be relatively easily to do (just a pain on the release and docs front). As mentioned in the previous Rec. 2, UE5 has these tools built in and IO Store is just a checkbox within the packaging settings (Go to "Platform" in the top bar, then down to "Packaging Settings" as a quick access to packaging settings. The setting here is called "Use Io Store" which you'll package 1 time with and 1 time without). For my own workflow I separate things into incrementing ChunkIDs (ChunkID determines what pak-# the file goes into), then when you go to Platforms > Windows > Package you'll get an export with each package number, I copy that into a folder then toggle on Io Store and run the process again to copy into a different folder. (Annoying, but not difficult) Rec. 4 : Include version compatibility in your ReadMe/Download Pages/Filenames. We can't really determine what will be compatible in the future, but for current versions try to ensure users know which version is for which platform. Personally I'm doing this at a file-name level where the archives for Steam will now prefix with (Steam) and XBox/Gamepass prefixes with (XBox-Gamepass), then all version compatible stuff (like, say, lua exclusive mods) will have no prefix. It'll take time to have everyone following these kinds of standards, but try to keep your community/followers posted on where compatibility is if its relevant to you. Rec. 5 : Adopt open modding and collaboration! One of the major issues I noticed was a lack of communication in the modding community about what was happening and a lot of selfish hostility demanding things that didn't make a whole lot of sense, eventually leading to this worse-than-before situation. We as modders should be working together to get things working instead of pushing against one another and refusing any help, or refusing to help others. If we continue down this path and keep giving PocketPair these mixed signals then modding is going to be completely screwed. Ultimately, in this case, PocketPair listened to less-than-experience 'modders' that refused to adapt and listen to more experienced modders, and has made the modding scene much more complicated as a result. We need to start sharing standards and better knowledge with one another so that things like this are less likely to happen in the future and adaption is quicker. (Our community had already adopted this mentality and we were fully updated without any struggle, and again after the revert. These things matter and can make all of our lives much easier. If you're confused about a change, ask experienced modders about it and be patient, listen in and be ready to adapt. A great modder adapts, a bad modder gives up and refuses to change.) --- --- --- Explaining the situation Ok, now lets actually explain the shift in package types and what's going on. Why switch to Io Store? Simple, it improves loading and streaming assets on a wide range of platforms/hardware. While for a lot of modern systems you won't notice a difference (especially if you're not hitting memory limits or have a lot of io bottlenecks) this has massive benefits to console specifically, especially XBox Series S. So the reason PocketPair made this change was to make overall improvements to Palworld for all platforms which should reduce load times and improve performance across the board. Of course there's other things they could do to improve these things, but it's such a massive win on console that there's no reason not to do it. Ok... so why on PC where it's not as effective? This most likely comes down to their development pipeline and because the XBox version IS the PC version. Well, for Gamepass/MS Store version at least. The XBox/Gamepass version of Palworld has always been a different build than the Steam version (at first it even had different features/content!). However, PocketPair has synced up their development and now they are most likely just different packaged versions/exports. PC DOES have benefits from IO Store, so it's not like it was a bad call, but in reality PocketPair most likely just synced up their 2 pipelines into a single process so both versions were effectively the same package but with different exports (for platform reasons). So since Io Store is a massive win for console, when they synced up the PC version just switched to the overall better IO Store package type for universal gains and easier development. Makes sense. So why do we now have 2 versions? This is where stuff gets complicated, because it has to do with the "have patience" statements I made earlier. In short, changing the package method meant that all older mods needed to be updated, so when people launched the update for the first time none of their mods worked! This lead to casuals and incompetent 'modders' to immediately complain to PocketPair, blaming them for the mods breaking while demanding a revert. And PocketPair caved... probably the best argument for "don't listen to your community" I've seen in quite a long while. As mentioned previously, the IO Store format is a massive win for consoles so they most likely couldn't revert the change on XBox to hit their performance targets and obligations, which directly affects the Gamepass/MS Store versions. So yeah, only the Steam version was reverted, and the community forced this issue onto itself. Yeah but, at least old mods work, right? Some do, some don't, really depends what's changed, and this only applies to the STEAM version, XBox/Gamepass is still screwed. The reality is that most mods need to be updated eventually anyways and there's shifts in the scene that would replace a lot of the earlier mods already, so reverting the change really doesn't do much for us in the long-term. This revert is short-sighted, both from the community and PocketPair. But still, it'll be nice to use the older mods that do still work. Keep in mind that only BP mods and replacers needed .pak files anyways, script mods through lua or C++ were never affected and instead all broke because of changes within the game (as they do over patches). The real concern here, however, is that PocketPair could bring back IO Store for Steam since it just makes sense to do so from a development perspective and for the long-term health of the game. When they do, not only will previous mods be broken, but also all those made after this revert, ultimately doing even MORE damage than if we just kept IO Store and modders adapted. In other words, we'll be right were we already were but even worse off. --- --- --- And that's what I want to help prevent! I'm making this PSA to let people know what's happening and help educate users/modders, while also advocating that we start making dual packages now to prevent future issues and help people adapt. There is a silver lining here in that we have the chance to 'get use to' these better practices and packaging for IO Store without mods being 'completely' unusable, but that does only benefit Steam users. So, let's say Steam does switch back to IO Store packages, then we can just transition to using the IO Store versions already packages for XBox/Gamepass! This will help minimize potential loss of mods in the future and ensure everyone gets to access mods to the same capacity, a win-win! Of course, if the community had already adopted better practices to begin with then none of this would have been an issue, but we can't change the past, only work toward a better, more sustainable future! A reminder to everyone, if you ever need help you can always try either our community, The Broken Chatbox ( https://discord.gg/h3vB7S4FEw ) or The Palworld Modding Discord ( https://discord.gg/qHTZNcvYsv ) to ask for help! (I recommend our community for NSFW stuff) Also, be very careful which guides you follow! There's a lot of bad info out there written by people who have no clue what they're doing/talking about (especially on YouTube, I cringe every time >.<). Hopefully as time progresses we get some better guides with best practices and proper information, and I hope to help on this front when I get the time. Either way, thanks modding community for intentionally stepping on a rusty nail, now let's work on the anti-biotics! --- --- --- LoversLab Note : If there's any questions or information you'd like to add or would like to see, feel free to leave replies/comments and I'll try to come back with more info! I don't know if I have the time to dedicate to making guides, but I do think it could help so we'll see how things go, I may release more like the SCake animation guide.