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Dickplomacy Reloaded for Mount and Blade Warband


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Posted
3 hours ago, LilyModzStuff said:

 If there are no LOD files the game will just use the default textures as the LOD textures, the reason that LOD is used is only for performance. You can use as many non-lodded textures as you want but it would make performance a nightmare for large battles.

Hmm. Well, I dunno, but I only notice skin tone changes at distance, which made me suspect LOD. 

 

Oh - I assume you meant that, and not skins just going "blank" white. I still get that sort of thing when I change desired items in the companion auto-loot feature, which I just solve by avoiding use of that feature mostly.

 

Interesting, I notice the Aug. 31 release of QB states in patch says, 

 

Quote

- Skin choice bug - overwrite by helm decoration choice - fixed


- Skins order changed - Deshavi could be paler than usual in previous saves

 

 

Posted
5 hours ago, SexDwarf2250 said:

Hmm. Well, I dunno, but I only notice skin tone changes at distance, which made me suspect LOD. 

 

Oh - I assume you meant that, and not skins just going "blank" white. I still get that sort of thing when I change desired items in the companion auto-loot feature, which I just solve by avoiding use of that feature mostly.

 

 Interesting, I notice the Aug. 31 release of QB states in patch says, 

  

 

 

August was before Dickplomacy Reloaded started development.  

Posted

I am a relatively experienced animator but have 0 modding experience (by that I mean creating/working on mods) for M&B. Is there any way that I could contribute to this project?

Posted
2 hours ago, mrjohndoelawlz said:

I am a relatively experienced animator but have 0 modding experience (by that I mean creating/working on mods) for M&B. Is there any way that I could contribute to this project?

I can't speak for the devs but from what I've read in the thread, it looked like an animator would be very welcome. Here's a link to the github which is where I understand the magic happens.

 

Right now, the amount of sex animations are a bit sparse, I think there are like 4 or 5 total (doggystyle, missionary, finishing outside, something like that), and some of those don't match the environment (ie the female leaning against something, when there's nothing to lean on). There are also dance animations, and I'm not sure if prisoners have their own animation.

 

More animations in general would be nice, plus maybe some struggling in restraints and punishment animations, but I'm sure Lily will be along soon and can get with you. ?

 

 

 

Posted
4 hours ago, Qwarter said:

is there player prostitution in the mod?

Yep, there is at least one form of player prostitution. I think two: you can get pimped or whore yourself out. Look for it at taverns... I'm not sure if it works for male characters, don't think they can get paid for sex.

Posted
12 hours ago, SexDwarf2250 said:

I can't speak for the devs but from what I've read in the thread, it looked like an animator would be very welcome. Here's a link to the github which is where I understand the magic happens.

 

Right now, the amount of sex animations are a bit sparse, I think there are like 4 or 5 total (doggystyle, missionary, finishing outside, something like that), and some of those don't match the environment (ie the female leaning against something, when there's nothing to lean on). There are also dance animations, and I'm not sure if prisoners have their own animation.

 

More animations in general would be nice, plus maybe some struggling in restraints and punishment animations, but I'm sure Lily will be along soon and can get with you. ?

 

 

 

Thanks for the response! Suppose it's time for me to learn my way around Github and to do some research on how Warband handles animations.

Posted
On 10/21/2018 at 1:06 AM, mrjohndoelawlz said:

I am a relatively experienced animator but have 0 modding experience (by that I mean creating/working on mods) for M&B. Is there any way that I could contribute to this project?

OMG OMG OMG OMG OMG YAAAAAY! :D 


Also, Warband uses the SMD file format. Here is a tutorial on how to animate for Warband: 

 You don't have to code, if you just make them into BRFs I can see what I can do. ^-^ 

I have always wanted to add foot fetish stuff to the mod but didn't know how. :( Also, for context on how to make sexual stuff for Warband you can use OpenBRF to view the animations, I think the file is something like "wedding_dance_anims" or along those lines. 

Posted
10 hours ago, LilyModzStuff said:

OMG OMG OMG OMG OMG YAAAAAY! :D 


Also, Warband uses the SMD file format. Here is a tutorial on how to animate for Warband: 

[...]

You don't have to code, if you just make them into BRFs I can see what I can do. ^-^ 

I have always wanted to add foot fetish stuff to the mod but didn't know how. :( Also, for context on how to make sexual stuff for Warband you can use OpenBRF to view the animations, I think the file is something like "wedding_dance_anims" or along those lines. 

Thank you for your information and linking the video! I gave it a watch and it looks like the process is pretty simple. I wasn't aware that M&B uses SMD which I recognize as Valve's format.

Is there any debug functionality in the mod so that I could test animations without having to access them via normal gameplay (for replacing current animations. I have no idea how I would go about adding new ones so I'll probably just send them to you as you suggest)?

Posted
23 minutes ago, mrjohndoelawlz said:

Thank you for your information and linking the video! I gave it a watch and it looks like the process is pretty simple. I wasn't aware that M&B uses SMD which I recognize as Valve's format.

 Is there any debug functionality in the mod so that I could test animations without having to access them via normal gameplay (for replacing current animations. I have no idea how I would go about adding new ones so I'll probably just send them to you as you suggest)?

There is debug functionality, but honestly for testing animations you would have to just replace common animations. Or, for sex scenes and that nature you can take a look at "fuck test" in module_game_menus.py. Here is the tutorial for adding animations to source code: https://forums.taleworlds.com/index.php?topic=72992.0

Posted
1 hour ago, LilyModzStuff said:

There is debug functionality, but honestly for testing animations you would have to just replace common animations. Or, for sex scenes and that nature you can take a look at "fuck test" in module_game_menus.py. Here is the tutorial for adding animations to source code: https://forums.taleworlds.com/index.php?topic=72992.0

Alright, noted. Thank you. One final question: do animations have length limits? Like so many keyframes?

 

Edit: Also I'd like to clarify whether or not I somehow exported the skeleton+mesh incorrectly or if these are the correct weights:

https://i.imgur.com/SVOnFQO.jpg

Posted

Ok, finally managed to figure out the issue with gun sounds.

 

The mod's sounds.txt file referenced a  "fl_pistol.ogg 2720" file; (may have been .wav, but either way,) the file does not exist in the mods sounds folder. I found a .ogg gunshot sound from somewhere else, renamed it, and now guns make noise. There's only one noise, and variation would be nice, but at least this will take care of the issue.

 

Posted
2 hours ago, mrjohndoelawlz said:

Alright, noted. Thank you. One final question: do animations have length limits? Like so many keyframes?

 

Edit: Also I'd like to clarify whether or not I somehow exported the skeleton+mesh incorrectly or if these are the correct weights:

https://i.imgur.com/SVOnFQO.jpg

that seems really off >-< I have never seen it like that before.

Posted
On 10/21/2018 at 1:06 AM, mrjohndoelawlz said:

I am a relatively experienced animator but have 0 modding experience (by that I mean creating/working on mods) for M&B. Is there any way that I could contribute to this project?

More than one position would be a good start.  Lily seems to have everything else already covered quite nicely.

Posted
On 10/10/2018 at 5:46 AM, hoovmoov said:

Penis horses. That's right, DICKS YOU CAN RIDE. (no pun intended) the horse body is a giant dick, and the horses head is another dick, and each of the horses legs are dicks, and the horses hooves are ballsacks. instead of clippety clop the horses make a squishing sound when they run. when you run straight into an obstacle instead of your horse rearing up and freaking out your dick horse just cums everywhere because it RAMMED into something

giphy.gif

Posted
17 minutes ago, Froggy said:

More than one position would be a good start.  Lily seems to have everything else already covered quite nicely.

Am honestly waiting on Mitch to finish PTI before continuing (Should be soon but was delayed for bug fixing.) Because PTI will change how troops work completely. 

Posted
1 hour ago, LilyModzStuff said:

Am honestly waiting on Mitch to finish PTI before continuing (Should be soon but was delayed for bug fixing.) Because PTI will change how troops work completely. 

Hmm. I've heard it is an absolute bear to integrate with other mods. What exactly will it do for us? Let every troop have their own equipment? I have to admit, after playing DP a good while and collecting a dozen wives, (fun - don't get me wrong, but) I don't think I need more troop micromanagement. I also like my troops to be more or less uniform...

Posted
3 hours ago, quarzo said:

no idea how Mount and blade mods work, but do you know if is posible make sex content standalone for compile/integrate to other mods?

Yes win merge normal diplomacy with the (non-reloaded) dickplomacy and copy and paste the source code and assets into another module source code. 

Posted

I have decided to upload a source code refresh (Think of it like Arch Linux.) With compiled txts to loverslab. So 1.50RC1 is coming, if you are using the source code latest from Github it's going to be the same.

Posted
9 minutes ago, MagnaSonic3000 said:

I've tried using this mod but it crashes saying it's looking for the Dickplomacy module, even though I know I put it in the modules folder. Don't exactly know what's going on.

That's weird >-< sorry. Honestly, I didn't test the latest version after compiling it. I can check right now, one sec.

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